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Ultimate Game Design : Building game worlds

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

44<br />

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

constraints, editor constraints, engine support constraints, unresolved technology issues,<br />

and so forth. Outstanding levels, maps, and missions only have a chance to grow<br />

with good technology “fertilizer”—a robust bed of pure <strong>game</strong> engine ability and<br />

tools efficiency and integration.<br />

A <strong>game</strong> engine developed for the PC, or next-generation console systems, is basically<br />

a large and complex set of C++ code modules that handle such things as player<br />

input/output, a draw or rendering system, an animation system, an audio system,<br />

and a big-ole main <strong>game</strong> logic loop, which tells these other systems what to do and<br />

how to do it. Software tools are what set up and sometimes control art, animation,<br />

and audio assets for integration into a <strong>game</strong> engine. The pure ability of these tools<br />

will often limit level evolution. <strong>Game</strong>-wise, a <strong>game</strong> development team can only build<br />

in as much <strong>game</strong>play as these tools and the programming team allow. Programmers<br />

have many simultaneous, dependency-oriented tasks to accomplish at all times. No<br />

one chooses to let <strong>game</strong>play fall on the floor.<br />

The Importance of Early Feedback<br />

Once you have laid out your basic level or world geometry and made any corrections<br />

based on checking the level thoroughly for space flow issues, geometry errors, grid<br />

problems, and size or scale problems, it’s time to hammer home the importance of a<br />

communication feedback loop.<br />

For most <strong>game</strong> development teams, there will be technical issues, tools support issues,<br />

and basic implementation issues that are best attacked early on. After the initial<br />

build-out phase, as your level begins to grow and take shape, it will be valuable for<br />

the team as a whole if relevant feedback from the design team can be communicated<br />

and shared with other team members involved in other areas of development that impact<br />

design specifics.<br />

One of the common limiting factors for most teams at the design implementation<br />

level these days is software tools support. Perhaps you’re working with a solid or<br />

semisolid <strong>game</strong> engine. (A solid engine runs without any significant errors. A semisolid<br />

engine runs with some or many known bugs or error points, which is a more common<br />

condition, because the engine is growing and changing in parallel with the <strong>game</strong> content<br />

you are trying to build.) Even if your team’s programmers have built out solid<br />

<strong>game</strong> engine architecture and the artists have the use (and choice) of solid 3-D packages,<br />

<strong>game</strong> building requires so much more than simply getting your model and animation<br />

assets into the <strong>game</strong> engine (which also offer certain challenges).<br />

The point is that design implementation or “building in” your <strong>game</strong> heartbeat is often<br />

heavily dependent on tools support. If your tools do not have the functionality to accomplish<br />

your team’s <strong>game</strong> vision, you will probably miss the mark. Getting feedback to<br />

your tools team (if you are lucky enough to have one) is critical to getting the support in<br />

place early that will allow you to accomplish design objectives for your team.

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