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Ultimate Game Design : Building game worlds

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

18<br />

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

and production considerations as rapidly as possible, and proceeded to build the <strong>game</strong>.<br />

As <strong>game</strong> engine details and technical factors evolved, so did the design. This is common.<br />

We had the opportunity to use established characters and to create new ones. We<br />

were entirely responsible for environmental setting and execution. The world and<br />

characters needed a consistent look. It is immediately obvious when “look” planning<br />

fails. In our case, the look planning faltered. With the visual capabilities of consoles<br />

and the PC today, the lack of a consistent look is entirely unacceptable.<br />

Because we were prevented from completing even a condensed previsualization<br />

phase, many details, despite our best efforts, were left hanging to be considered midstream<br />

in the heat of development. This did indeed create a stall factor, which burns<br />

valuable resources. When layers of approval phases are introduced, sometimes this<br />

stall is close to inescapable. However, as <strong>game</strong> developers, you are always looking to<br />

minimize this kind of development impact. One way to minimize the stall factor is to<br />

use your best efforts to build a previsualization sequence into every development<br />

schedule.<br />

INTERVIEW WITH ANDREW HOLDUN<br />

Andrew Holdun is an extremely versatile and talented artist with a track record of making hit <strong>game</strong>s<br />

for developers like LucasArts, Disney, and THQ. His work can be seen in Jedi Knights for the PC and<br />

Shadows of the Empire for the Nintendo 64. He received a B.A. in Architecture from Pratt Institute.<br />

TM: Is getting ready for the <strong>game</strong> industry the same as preparing for a bullfight?<br />

AH: I read a lot of Ernest Hemingway … and drank a lot of tequila. Before you knew it, I had a<br />

cape and a hat with these stupid furry balls on it, and I was running for my life from a ton of mean<br />

steam-snortin’ mammals.<br />

TM: Nice. How is previsualization usually done? Is it important?<br />

AH: I think that previsualization is becoming more and more important in all aspects of the<br />

computer graphics area—from movies and TV to web and <strong>game</strong> development. In fact, I think that<br />

it has trickled down from movies and TV commercials as a descendent of storyboarding.<br />

While storyboarding has been accepted for a long time in those areas, it’s taken a while for that to<br />

seep into <strong>game</strong>s. As <strong>game</strong>s have become more cinematic and more complicated, there has developed<br />

a need to use devices like storyboarding to express what is happening—for both the creators and<br />

producers of the content.<br />

While I was at LucasArts, the majority of the artwork was conceptualizing what was going to go on<br />

in the <strong>game</strong> … the character’s look … the appearance of the environment. A lot of the timing was in<br />

the script of the <strong>game</strong> and worked out as a trial-by-error function. Not really previsualized or even<br />

storyboarded that much. To be fair, I believe that there was not even a lot or any previz going on at<br />

movie studios at the time.<br />

Then with digital tools, people started to cut apart storyboards and have them become digital<br />

visualizations of the action in the movie or commercial or <strong>game</strong>. As movie studios like Industrial Light<br />

and Magic [ILM] started using previz more, they went from cut-up storyboards (animatics) to rough<br />

3-D visualizations of the movie/commercial/video. The benefits are numerous.

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