25.12.2012 Views

Ultimate Game Design : Building game worlds

Ultimate Game Design : Building game worlds

Ultimate Game Design : Building game worlds

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

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

34<br />

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

� Description of the intended <strong>game</strong>play purpose (for example, fighting your<br />

way up the hill to capture a strategic enemy stronghold)<br />

Figure 2-5 shows a sample of the kind of topographic sketch you might start working<br />

from. Keep in mind that these are only reference or starting points. We start at the<br />

macro level and work our way down toward level specifics.<br />

The more work that you do up front to assemble conceptual drawings and collect<br />

quick reference material, the clearer the task of building environmental geometry becomes.<br />

This shouldn’t come as much of a surprise, but in the heat of developing<br />

<strong>game</strong>s on condensed schedules, it can easily fall by the wayside. Normally, there is<br />

scant time to do a robust amount of preproduction. It happens in parallel with <strong>game</strong><br />

development. This is why it’s usually so important to be able to create quick and easily<br />

evolved conceptual drawings to build from, and to plan to build in modularity<br />

with asset use.<br />

Step Two: Create Contour Lines<br />

You might choose to scan into an image file the paper map you’ve created for use as a<br />

template. Load the image into the 3ds max or Maya background image plane (a common<br />

starting point for several types of modeling, including environmental and character<br />

work). From there, you can trace the contour outlines of your image to create<br />

spline paths or shape outlines of your level’s major features. Once you have the<br />

contour lines, then adjust all of your elevation information by raising and lowering<br />

the curves to end up with 3-D contour lines.<br />

FIGURE 2-5<br />

Land (Flat)<br />

<strong>Building</strong>s<br />

Maze<br />

Maze entrance<br />

Topographic map example 1<br />

NW plateau<br />

SE Plateau<br />

Maze<br />

Battlestone’s prison<br />

Oil pools

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!