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Ultimate Game Design : Building game worlds

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

Before committing large resources to the project, one can save a substantial amount of time and<br />

money and also try out numerous avenues of story, and look before committing resources. With the<br />

increase in production costs, this has become almost a standard in production rather than the rarity it<br />

was just a few years ago.<br />

This has all trickled down to <strong>game</strong>s. As the costs, complexities, and cinematic quality of <strong>game</strong>s<br />

has increased, so has the acceptance of previz. In fact, it’s almost become a necessity with tighter<br />

production cycles. Previz is usually done by going from script to storyboard and then converting<br />

that storyboard to a 3-D re-creation. Characters can be rough geometric shapes as can be the<br />

environment. The important thing is to create an understandable feel for what the project will be.<br />

If you can make a rough previz exciting, then the rest (adding textures, higher quality models,<br />

environments, lighting, audio) will just be the icing on the cake.<br />

TM: What’s the best way to build up visual reference for environmental work?<br />

AH: Photographs from the Web as well as from such great sources as National Geographic are<br />

all my favorites. Also, it’s good to just troll the library and bookstores for interesting material, such as<br />

the book Dead Tech: A Guide to the Archaeology of Tomorrow [Manfred Hamm, et. al].<br />

The other key resource is a digital camera that you carry with you at all times. You never know<br />

when you’ll see a grain silo or a rust-covered industrial tank that will just excite your imagination. One<br />

should also always have a sketch book and pen handy…so you can draw what you see and play with<br />

variations on a theme.<br />

TM: What kinds of art skills relate to building successful 3-D environments?<br />

AH: I started out as an architect, and so that has been a very good training ground for seeing the<br />

environment around me in a more complete fashion. I think any training such as drawing, sculpture,<br />

and photography are bedrock skills that give one the foundation for the creation of 3-D environments.<br />

Also, just educating oneself visually by seeing movies of all types, but especially visually compelling<br />

films like sci-fi and fantasy, and just religiously going to museums and theatrical presentations are all<br />

important to help you create a 3-D visual vocabulary that you will use knowingly and sometimes<br />

unknowingly in your work.<br />

TM: How does traditional architecture relate to “digital” architecture?<br />

AH: There is a great similarity, but traditional architecture is held back by the realities of client and<br />

gravity. Digital architecture is unfettered by these things. A certain reality has to be present or else the<br />

<strong>game</strong> can fall apart.<br />

Gravity is an important thing to have working when you are developing a driving <strong>game</strong>, for<br />

instance…but you can stretch a lot farther with digital and develop environments that just wouldn’t<br />

be practical in the real world.<br />

TM: How have you used your background in architecture for 3-D <strong>game</strong> work?<br />

AH: I have used it to create city plans. Mos Eisley in Shadows of the Empire comes to mind.<br />

And using the conventions of computer-aided design [CAD] that are pretty commonplace in<br />

architecture … layers for different objects.<br />

I’ve also used my architectural knowledge about how the shape of a space (a tunnel verses a room<br />

with a high ceiling) can influence one unconsciously.<br />

TM: How do you approach building architecture for <strong>game</strong> levels or arenas?<br />

AH: First, I try to get a grasp of what the designer is going for in the <strong>game</strong> … what is the feel? Then it<br />

becomes more like film set design. First, rough out the environments based on the script and the concept<br />

19<br />

Previsualization

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