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Ultimate Game Design : Building game worlds

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<strong>Building</strong> <strong>Game</strong> Worlds<br />

16<br />

U L T I M A T E G A M E D E S I G N<br />

the Scooby Doo universe is different from a street lamp in the Blade Runner universe,<br />

which is probably different from a street lamp in your universe.<br />

So, what props might we want for our cathedral example? Some of the props are<br />

already indicated on our map:<br />

� O Requires a pipe organ<br />

� A Requires an altar<br />

� P Requires wooden pews<br />

We also have props that are used to scatter around the environment to add some<br />

realism. Most cathedrals are not barren inside, so our first-pass listing of props might<br />

also include:<br />

� Organ bench<br />

� Candelabras<br />

� Wall tapestries<br />

� Frozen beast statues 1 and 2 (two versions)<br />

Our frozen beasts in this case are props that serve to tell a short backstory point on<br />

our cathedral area. It has been frozen by a curse, and these poor unfortunate beasts<br />

have been immortalized as frozen statues—unless maybe you break up the curse later.<br />

Sound familiar?<br />

Effects<br />

Next, we want to consider some of the effects we’ll require for our cathedral example.<br />

Yes, even the effects need to match up with the visual style that we are planning in<br />

our previsualization phase. An effect like “steam” in The Simpsons world looks different<br />

from “steam” in the world of Minority Report. How is it handled? Typically, a<br />

<strong>game</strong> engine like the Unreal2 or Doom III engines (built up on core code modules<br />

like an input/output system, rendering and animation system, audio system, and<br />

<strong>game</strong> loop/<strong>game</strong> logic system) handles effects (like ice spray off a hockey skate) as<br />

sprite-based effects or as part of a built-in particle or dynamics system.<br />

Although we’re still in our first-pass previsualization phase, we already know that<br />

we’ll need some effects to visually detail our environment, such as the following:<br />

� Cold steam (rising from our frozen beasts)<br />

� Magical glow (surrounding our altar)<br />

� Candlelight fire (for our candelabras)

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