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Ultimate Game Design : Building game worlds

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

78<br />

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

CASE STUDY COMMENTS ON<br />

CORNERSTONE ELEMENTS<br />

From our discussion in this chapter, we have seen how important lighting, texturing,<br />

particles, effects, and audio are to building <strong>game</strong> <strong>worlds</strong>. These categories are regularly<br />

drawn from when building convincing <strong>game</strong> locations. With the advent of 3-D gaming<br />

came something closer to real lighting (today’s move toward dynamic lighting sets the<br />

bar even higher!), particles, and true environmental modeling. In the 2-D <strong>game</strong>s of the<br />

recent past, lighting was simply “drawn” into sprites, particle systems didn’t formally<br />

exist for <strong>game</strong> developers, and flat “environments” were created using nothing but<br />

tiled sprites.<br />

It’s important to recognize how much 3-D has brought to gaming. In addition to<br />

new capabilities and a wider palette of action, it has brought about a slightly different<br />

kind of workflow for <strong>game</strong> developers.<br />

As <strong>game</strong>s have moved from 2-D to primarily 3-D, software tools have tried to keep<br />

pace. In the days of 2-D <strong>game</strong> development, all <strong>game</strong> assets (art and audio) were<br />

handed off to <strong>game</strong> programmers, who installed them and created their behaviors.<br />

This is still the case, yet the scope and complexity of the <strong>game</strong>s being made have skyrocketed.<br />

A <strong>game</strong> today is no longer a novelty or a marvel in its own right (although<br />

there is plenty to marvel over in today’s <strong>game</strong>s). A <strong>game</strong> today is made within the<br />

confines of a highly competitive business, where content is king. Developing great<br />

content requires having the time and ability to focus on content. Most independent<br />

developers, quite honestly, can’t focus on great content if the development team is<br />

fighting to get a <strong>game</strong> engine and toolset into working shape. This has encouraged<br />

many publishers and developers to move toward using licensed <strong>game</strong> engines (such<br />

as Quake, Unreal, and so forth).<br />

For the working <strong>game</strong> designer or level builder, becoming very familiar with each<br />

of the cornerstone areas (lighting, texturing, particles, effects, and audio) is essential.<br />

Keep in mind that this role on a development team has many forms of challenges. For<br />

example, perhaps you’ve constructed all or part of a level according to a set of team<br />

guidelines, using a new or emerging toolset. Unfortunately, <strong>game</strong> development is an<br />

often-hairy evolving beast, so these guidelines may change. Guideline technologies<br />

tend to change at the most inopportune moments of your <strong>game</strong> project’s existence.<br />

This frequently happens mid-development. All the while, you will be expected to<br />

demonstrate progress to your <strong>game</strong> publisher. Occasionally, you will have to redo<br />

work and basically end up re-creating a level, yet again, according to another set of<br />

guidelines or to serve the needs of a critical <strong>game</strong> engine adjustment, enhancement,<br />

expansion, or new technology demand.

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