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Ultimate Game Design : Building game worlds

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

26<br />

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

drawings or reference points for all they’re worth. Utilize your design document—it<br />

helps immensely to know where you’re going. It seems simple, but it’s a challenge for<br />

many <strong>game</strong> developers.<br />

<strong>Building</strong> a <strong>game</strong> requires consistent forward momentum. If you don’t know where<br />

you’re going, you probably aren’t going anywhere. For most level builders, it’s far<br />

easier to start from sketches than to try to build up a level by holding it all in their<br />

mind and “free-forming” it. Now, let’s take a look at what we should keep in mind as<br />

we begin to build levels.<br />

PLANNING YOUR LEVEL WORK<br />

These days, the <strong>game</strong> world stakes are pretty high, and the bar of measure is seemingly<br />

raised every day. <strong>Game</strong> <strong>worlds</strong> have to be built quickly and efficiently, and they<br />

have to deliver maximum impact. With the advent of massively multiplayer online<br />

<strong>game</strong>s (MMOGs), entire new “world sections” or regions and updates must be created<br />

and delivered to the player to continue, support, and enhance their gaming experience.<br />

You’ll learn much more about these kinds of <strong>game</strong>s in Chapter 8.<br />

In the recent past, many <strong>game</strong>s were constructed using tile-based systems. Tiles are<br />

basically square 2-D “postage stamps” that link up or connect with each other along<br />

one, two, three, or all four of their edges. The pieces fit together like a jigsaw puzzle.<br />

By connecting many of these pieces in the intended way, you can build a <strong>game</strong> level.<br />

Oddly enough, even though most titles are done in 3-D today, some of the same construction<br />

principles apply. You might even say that, from a design standpoint, there<br />

is a small renaissance of old ideas applied to new technology. If you think about it,<br />

3-D environments often can be reduced to an assembly of various simple components<br />

to form more complex ones.<br />

The time that you commit up front to planning out your level and environmental<br />

work will generally save you time at many points along the way in executing it.<br />

Diving in to build “something” is usually both costly and inefficient.<br />

<strong>Game</strong> development teams have several decisions to make in choosing software<br />

tools for level building. Here are some of the choices:<br />

� Build custom level tool functionality into a 3-D package like Maya<br />

(www.aliaswavefront.com) or 3ds Max (www.discreet.com) using their<br />

own script systems (Maya Embedded Language [MEL] or MAXScript,<br />

respectively). You can build small- or large-scope level assembly and<br />

editing parameters right into Max or Maya.<br />

� Use a <strong>game</strong> development package solution like RenderWare<br />

(www.renderware.com) and its Studio toolset.

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