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Ultimate Game Design : Building game worlds

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C H A P T E R 1<br />

Effects add definite visual pop and excitement and help to tell us something about<br />

our frozen beasts’ recent “confrontations.” These kinds of visual details can be handled<br />

programmatically in a number of ways, but for previsualization purposes, we<br />

need to think about which effects we must create and how the <strong>game</strong> engine we’re<br />

working with will handle them.<br />

Scripted Events<br />

We’ve made some solid previsualization progress! We have our topographic map,<br />

early texture and prop ideas, and effects breakdowns—and we’re cross-checking<br />

them to our visual anchor point. This is why a flurry of conceptual drawing needs to<br />

take place very early in the production cycle.<br />

Now we have to consider scripted events. Scripted events are actions or behaviors<br />

that we want to include in our environment to set up play possibilities, make story<br />

points, elicit behavior from nonplayer characters (NPCs—like the talking castle gargoyle),<br />

and build up action.<br />

For our cathedral example, we might want enemies to come crashing through the<br />

roof once a player trips an action trigger on the floor. We might want the busting or<br />

shooting of an altar icon to prompt a mini-attack by cathedral minions. We might<br />

want a switch on the organ to reveal an area that is a hidden treasure trove. These are<br />

all script-based actions. We’ll talk a lot more about scripting in future chapters (such<br />

as Chapter 6). The important point here is that we need to consider scripting events in<br />

the previsualization phase so that we can determine what additional art assets will be<br />

required to support script ideas. Do the scripted events create extra character models,<br />

props, or effects? Usually they do. To what degree will these scripted events require<br />

additional resources? How are these resources connected to the visual reference<br />

points established?<br />

As previously stated, any previsualization work that you do up front can save time<br />

and help to avoid confusion among developers all along the development path.<br />

CASE STUDY COMMENTS ON<br />

PREVISUALIZATION<br />

In 1996, a development team I worked with was asked to complete an action/RTS<br />

(real-time strategy) title for the Sony PlayStation on a timeline of approximately 15<br />

months. Production had to begin immediately on this licensed title, which was set in<br />

an elaborate futuristic world. Licensed <strong>game</strong>s, like Spongebob Squarepants or The<br />

Scorpion King II, have to be built quickly because they often piggyback on a companion<br />

TV show or film that makes them known, popular, and attractive for purchase:<br />

“You saw it! Now play it!” (or so the thinking goes).<br />

In our case, no aggressive previsualization sequence could “seemingly” be completed<br />

due to the already aggressive development schedule. Our team settled the design<br />

17<br />

Previsualization

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