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Ultimate Game Design : Building game worlds

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

parts approach to the design. It all becomes drag and drop … like Legos … complexity from<br />

simplicity.<br />

TM: For <strong>game</strong> environments, what do you use as a source of visual inspiration?<br />

AH: I hunt the Web for a general theme, and I also am religious about checking out<br />

bookstores—especially those with a large amount of art and architecture books and magazines. You<br />

never know when something will just slap you in the iris.<br />

TM: What tips do you have for someone interested in learning more about building 3-D<br />

environments?<br />

AH: I think just traveling to see cool spaces first hand, and then drawing and photographing these<br />

spaces, helps tremendously. And then, just hit the computer and have fun … that is what it should all<br />

be about.<br />

TM: What do you enjoy most about working in 3-D? About building <strong>game</strong> (or other) environments?<br />

AH: Well, I think there is the aspect of being God without any of the downside. I get to create real<br />

or imagined characters and environments and then watch as other people interact with them so that<br />

they become something greater than what they were originally.<br />

I love to create in a medium that is still flexing its wings, and I love that by creating things on the<br />

computer I am able to experience the world around me in a more profound way. It has changed how I<br />

look at the world, and how I react to the world around me in a tremendous fashion.<br />

TM: With large-scale MMOG-style <strong>game</strong>s like Everquest out there, how will developers continue to<br />

deliver large environmental experiences? What will be some of the challenges?<br />

AH: Well, I think to a certain extent there will be a modular component to this like we said, and I<br />

see more algorithmic practices developing where an environment becomes more complex by the more<br />

time you spend in it.<br />

Level of detail on a massive scale. Terrain generation will become more important as will display of<br />

organic shapes likes plants and trees, etc. With computers getting more and more powerful, it should<br />

be no problem.<br />

TM: With all of your experience across mediums, what three tips would you provide to someone<br />

interested in 3-D environmental work?<br />

AH: 1. Draw like a banshee. 2. Photograph environments and shapes in the real world that interest<br />

you. 3. Research art, architecture, and sculpture all the time.<br />

TM: Thanks for taking the time to talk! Offer up any tips, suggestions, warnings, or reprisals you<br />

would like!<br />

AH: I think traveling, drawing, and reading are constants. It is possible to get burned out because of<br />

the constant trade-offs between what you want to create and what you can create based on technical<br />

constraints. Get away from the computer and experience the world so that what you do in 3-D is<br />

expressive of the world, and not just a rehashing of some computer <strong>game</strong>’s look … and have fun …<br />

have a vision and have fun with it!<br />

TM: Seriously, how does bullfighting relate to working in <strong>game</strong>s?<br />

AH: In the course of your career, you will see a lot of bullcrap … it’s important not to take your<br />

eye off the bull, but you also have to watch your step.<br />

TM: Reminds me of Rodney Dangerfield in the movie Back to School—“Look out for number one.<br />

And don’t step in any number two.” Try and look out for more than number one, try and look out for<br />

your team, your ideas, and your vision. Stay committed to your path. Andrew, thanks so much for the<br />

wise words!<br />

21<br />

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