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Ultimate Game Design : Building game worlds

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C H A P T E R 2<br />

� Use the tools that accompany a licensed engine technology like the Unreal,<br />

Quake, LithTech (www.lithtech.com), Serious Sam (www.croteam.com), or<br />

NDL/NetImmerse (www.netimmerse.com) systems.<br />

� Write your own stand-alone editor to build content for your proprietary engine.<br />

With the time demands placed on developers to provide new and exciting content,<br />

many developers are searching for <strong>game</strong> construction systems that rely on prefabrication,<br />

modularity, and maximum reuseability. There are also several scaling and<br />

world grid issues to consider, and a wide array of mistakes to try and avoid. Let’s take<br />

a look at each of these concepts in detail.<br />

Prefabricated Geometry and Modularity<br />

Prefabricated geometry is simply geometry built to be used and reused in certain<br />

ways. A spiral staircase that you can use in a scene to transition from floor to floor is<br />

an example of a piece of prefabricated geometry. Its use is obvious—it’s a stairway.<br />

You might see five to ten of these used in different locations throughout a level. A<br />

player might not even recognize it as the same piece used later, once it is retextured<br />

and scaled in size.<br />

Piping system components and door moldings are two examples of prefabricated geometry<br />

that can be reused throughout a <strong>game</strong> environment. These days, for speed and efficiency,<br />

we have to think about building up environments out of components. Maybe<br />

the door molding can be flipped or mirrored in a scene to become something else. These<br />

prefabricated units become something akin to the 2-D tiles mentioned earlier. They<br />

become pieces in our toy construction set aimed at building up <strong>game</strong> environments.<br />

Why modularity? Because we need “digital Legos.” <strong>Game</strong> environments have to<br />

be built quickly and efficiently while offering maximum visual impact and maximum<br />

<strong>game</strong>play support. Development teams are under great pressure to create stunning<br />

<strong>worlds</strong> in short order. Although it seems obvious, only recently have <strong>game</strong> developers<br />

started to build tools that maximize efficiency with a “snap-together” Lego-like<br />

functionality. These tools now are essential to deliver large-scale environments.<br />

Although some people may think that modular design is a recipe for repetition,<br />

that is not necessarily true. You can be very creative through crafty use of your construction<br />

pieces. All of your favorite 2-D titles were built with modular tile sets. 3-D<br />

offers new <strong>game</strong> vistas, but must share some of the same mindset.<br />

Modular world design is a solid solution to several problems. If we didn’t think<br />

modularly, and all environmental features and all prop features were entirely custom<br />

or unique, we would<br />

� Suffer many machine performance issues.<br />

� Constantly be building geometry and texturing, extending schedules, and<br />

burning valuable resources along the way.<br />

27<br />

Level Planning and <strong>Building</strong>

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