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Ultimate Game Design : Building game worlds

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

36<br />

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

FIGURE 2-7<br />

Our mesh created from contour lines<br />

low you to stamp or “instance” objects all over your map or level. This is where the<br />

modularity and prefabrication planning really delivers.<br />

Think of a file reference button as a cookie cutter that lets you stamp pieces all<br />

over your map the way you would stamp cookie patterns into cookie dough. Once<br />

you stamp the cookie dough, you’re committed. Once you stamp a model on your<br />

map, however, you have the freedom to move it. Oh, the beauty of digital tools!<br />

For example, you might want to place a group of towers or satellite dishes onto<br />

one section of your map, and then place bridge pieces and rock walls onto another.<br />

This is accomplished by file referencing.<br />

Suppose you’ve built an archway piece that will be used repeatedly throughout your<br />

level. We already know that smart asset design affords maximum reuse. We are always<br />

striving to get the most out of every asset created. You may create a placeholder archway<br />

piece while the final or “in-<strong>game</strong>” version of the archway piece model is being<br />

completed by a 3-D artist.<br />

For our purposes, let’s assume that you have the final archway piece ready to use.<br />

Once you have created a file reference button called “archway” that is associated with

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

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