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Ultimate Game Design : Building game worlds

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

32<br />

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

FIGURE 2-3<br />

Wireframe view<br />

An important practical point needs to be made here. As previously stated, <strong>game</strong><br />

developers have many choices in software tools when it comes to building up world<br />

geometry for their <strong>game</strong>s. They can use commercial 3-D packages like Maya or 3ds<br />

max along with the script systems built into these packages for customization. They<br />

can use stand-alone level tools written specifically to generate assets compatible with<br />

their own <strong>game</strong> engine. They often use both in several combinations.<br />

Figure 2-4 shows a sample Maya scene constructed using some of the <strong>game</strong> developer<br />

training materials available from Alias/Wavefront, the creators of Maya<br />

(www.aliaswavefront.com).<br />

Some developers choose to use Maya for art and level work, whereas others<br />

choose to use 3ds max. There are some development studios that use a mixture of the<br />

two packages. In the final analysis, you use whatever works best in delivering the results<br />

you need (quickly). Maybe your programming team is more comfortable writing<br />

tools based around MAXScript. In this case, your team might use 3ds max. These<br />

days, both packages are extremely flexible, extensible, and powerful.

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