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Ultimate Game Design : Building game worlds

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FIGURE 2-4<br />

Maya scene<br />

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

Next, we will consider the process of building up your initial level geometry, also<br />

called “stubbing out” your level. This process usually follows a fairly common<br />

five-step routine. You can adapt this to meet your own content needs.<br />

Step One: Working from Your Topographic Sketches<br />

The first step in stubbing out your level is to make sure you have a nice topographic<br />

sketch of your map, which describes the general shape and physical features for your<br />

level. It can include indications for general prop layout, rough enemy placement, encountered<br />

obstacles and hazards, and power-ups. Most importantly for modularity<br />

at this stage, it should describe environmental features to the best degree possible,<br />

such as the following:<br />

� Terrain features (hills, valleys, outcroppings, rivers, pools, and so on)<br />

� Terrain elevation information (stair placements, ramps, slopes, inclines,<br />

and so on)<br />

33<br />

Level Planning and <strong>Building</strong>

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