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Ultimate Game Design : Building game worlds

Ultimate Game Design : Building game worlds

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feedback from players and testers. Finally, as the level goals start to become more obvious,<br />

do they help to support and enhance the original <strong>game</strong> vision or heartbeat?<br />

We’ll discuss each of these important considerations next.<br />

Adapting Architecture and Terrain to <strong>Game</strong>s<br />

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

If you have done most of your grid planning correctly, you’ll minimize the amount of<br />

immediate reworking necessary as you begin to adapt or alter architectural features or<br />

terrain features for your <strong>game</strong>. Remember that these features should always support<br />

<strong>game</strong>play! This is why it’s so important for you and your team to have thought out and<br />

committed to paper what’s really going to happen from a pure <strong>game</strong>-play standpoint.<br />

If you have ignored or shirked this mental exercise, and not gleaned the details that<br />

flow from it, you could end up with a very pretty architectural walk-through that has<br />

no play value. Now, there is nothing at all wrong with a beautiful architectural<br />

walk-through—if you’re in the business of creating architecture for clients. However,<br />

we’re building <strong>game</strong>s! We need so much more than a walk-through.<br />

Hopefully, you won’t have doorways, windows, or pipe ducts that are too small<br />

for your hero character to enter or exit. You won’t have bridges that are too small to<br />

drive two cars side by side over when you’ve called for such functionality in your design.<br />

However, even though you will have planned for certain geometry and architecture,<br />

and will have built a prefab system to account for your designs, you’ll still find<br />

that you need to add to or subtract from your construction set new pieces. It’s important<br />

to think of your level construction set as your arsenal. Experiment. Try to do<br />

amazing things with it. Hopefully, the transitions through planning from your paper<br />

sketches have translated into a great starting point for building up your level further.<br />

It’s not always the case, though. Maybe, despite your best individual and team<br />

mental projections, your paper floor plans are not working out that well in 3-D. You<br />

did the sketching, the concepts, and the <strong>game</strong>play notes, but the results didn’t work<br />

out perfectly. That’s okay! We’re looking at basic traversal and navigation right<br />

now. That’s what this phase is for! Remember, modern <strong>game</strong> design is largely about<br />

elaboration and refinement.<br />

With modularity and file referencing as your allies, you should be able to make significant<br />

adjustments fairly quickly. These are powerful concepts. If you had built up<br />

this level geometry in any other way, you might find yourself making edits by hand to<br />

complex geometry. You might be trying to resize or trim geometry, somehow put it<br />

back together without errors or leaks—any number of problems may come your<br />

way. I can’t stress enough the power of file referencing and modularity!<br />

Architecture edits for <strong>game</strong>play purposes become much easier using a modular/<br />

prefab system of construction. For example, suppose that I’ve stamped 20 pagodas<br />

all over my map. If I wanted to make a change to the pagodas, and didn’t use file ref<br />

erencing, I’d have to approach each of the 20 pagodas on the map and make the changes<br />

39<br />

Level Planning and <strong>Building</strong>

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