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Ultimate Game Design : Building game worlds

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

66<br />

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

FIGURE 3-7<br />

Use-specific texture<br />

It is kind of tricky sometimes to create a texture that will tile well (without showing<br />

any seams or edges). When you are creating tiles based on complex or interlocking<br />

patterns (think lava flows or Mayan temple inscriptions), it’s important to utilize<br />

the skills of a texture artist. Quite often, in the production process, placeholder or<br />

temporary textures are put into a scene until the finalized textures are handed off by a<br />

texture artist. It’s important for world builders and level designers to at least be able<br />

to construct and make basic modifications to these placeholder textures or to create<br />

their own “basic” textures. The more you can learn about texturing the better!<br />

When a texture doesn’t work (or isn’t made to tile properly), you will know it immediately.<br />

You’ll see an unwanted repetitious pattern emerge immediately. This<br />

means that the texture in question doesn’t hook up seamlessly on an edge.<br />

Using Textures Well<br />

Part of creating your asset breakdowns (recall the simplified version described in<br />

Chapter 1’s cathedral example) includes identifying which textures you will need to<br />

complete a scene or section of your <strong>game</strong>. From your concept sketches, you’ll need to<br />

work closely with your texture artist to extract and build a texture set that you can

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