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Ultimate Game Design : Building game worlds

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

70<br />

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

FIGURE 3-10<br />

Turbulence field added<br />

The first option offers the benefit of load-sharing some of the particle effect creation<br />

work, but also presents a tool-specific learning curve.<br />

As you might imagine, many current <strong>game</strong>s feature a variety of particle effect elements:<br />

spell casting, magic glows and curses, water fountain spray patterns in a mystical<br />

garden, vehicle exhaust, projectile weapon bursts, and so forth. All of these<br />

effects can be handled using particle systems. Each of these individual elements becomes<br />

an asset that must be created uniquely for your <strong>game</strong>.<br />

Many <strong>game</strong>s feature hundreds (approaching thousands) of these kinds of elements.<br />

If you have a solid tool to quickly create and refine these elements in a format<br />

that is <strong>game</strong>-ready, or a tool that works within the <strong>game</strong> engine itself as you create<br />

them, you remove any import/export hassles. Still, in this case, artists and designers<br />

have to learn how to use the custom tool quickly. This isn’t always easy or efficient.<br />

Many developers, however, have not built custom tools to create particle effects.<br />

They rely on the strength of the particle system features built into 3-D packages like<br />

Maya and 3ds max. These particle systems are well tested and established. But how<br />

do you use particle effects created in these packages within your <strong>game</strong>s? Your development<br />

team will have to make a couple of choices.<br />

Suppose that you want to create a particle-based fire for the hearth in your 12 th<br />

century hovel. One option would be to dynamically export your particle information

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