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Ultimate Game Design : Building game worlds

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

20<br />

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

drawings, and then provide some rough lighting and texturing and try to play in the area as soon as<br />

possible to see if it “works.”<br />

Are the areas too big, too small, too boring, or too confusing? Then it’s just a question of feedback,<br />

refinement, and more feedback and refinement. Until, hopefully, a great environment is produced.<br />

TM: Do “real” floor plans translate into exciting <strong>game</strong> geometry? Do you consider them a point of<br />

reference?<br />

AH: They can, but I think that most often while one can start with a realistic house or town, one is<br />

going to want to tweak it. Exaggerate it for effect. Except if your <strong>game</strong> requires verisimilitude such as<br />

a baseball field or a car racing <strong>game</strong>.<br />

TM: When it comes to basic environmental design, what would you say about room entry and exit,<br />

room flow (room to room), and transitioning from interior to exterior spaces? This happens plenty in<br />

most <strong>game</strong>s.<br />

AH: Well I think that the flow of spaces has to be somewhat grounded in reality. In the study of<br />

architecture, flow is an important aspect of designing any space and is equally important in the <strong>game</strong><br />

world.<br />

That being said, sometimes one needs to tweak the reality to get a more fulfilling <strong>game</strong><br />

experience … I am thinking of Half-Life, for instance, where the spaces are almost caricatures<br />

of actual physical spaces.<br />

TM: Do you build or plan on paper before geometry construction begins?<br />

AH: Definitely. Yes! I sketch a floor plan and some elevations and then do some rough axon metrics<br />

(3-D views) of the space. I go back and forth … plan, elevations, and 3-D and back to plan again until I<br />

get something polished.<br />

TM: What is the learning process like for 3-D environmental work? How does one begin?<br />

AH: A lot of it is trial and error. I travel to unusual spaces or environments. I draw a lot and<br />

photograph as much as possible and then do research for the particular project at hand. Then it comes<br />

down to modeling the environment and experiencing it first hand to see if it works. Trial and error, and<br />

hopefully each time it gets a little easier because each time I am adding to my knowledge of what makes<br />

environments work.<br />

TM: Should <strong>game</strong> geometry be built with more modularity?<br />

AH: It depends on the nature of the beast. A lot of shooters can get by on modularity, where it’s<br />

almost more the pursuit that’s important.<br />

But if your <strong>game</strong> required, say, rooms in a mansion, there would be a downside to having it all<br />

modular, as the aspect of uniqueness in the spaces contributes to the feel of the <strong>game</strong> and forces one<br />

to confront each room as a different puzzle to solve. So it really depends on the type of <strong>game</strong> you are<br />

making I think.<br />

TM: What would modularity mean for <strong>game</strong> production speed? Could designers build environments<br />

faster that way?<br />

AH: I think that is definitely a good thing to consider. When doing Mos Eisley we did it in a<br />

modular fashion because of the twin requirements of storage capacity, which was low, and the need<br />

for visual complexity, which was high.<br />

By varying the appearance of the same object by using scale and texture, we were able to create<br />

the appearance of complexity while only drawing on the resources required for a few models. Thus,<br />

modularity was the way to go. And it is faster to build a level this way, since you are using a kit of

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