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By
Tito
Pagán
Gamasutra
[Author's
Bio]
July
16, 2001
This
article originally appeared in the July 2001
issue of Game Developer magazine.

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Features

Where's
the Design in Level Design?, Part Two
Make No Mistakes
To
avoid making costly 3D art assets that aren't needed or that just
don't work, level designers should analyze their needs to determine
what is required before creating objects such as furniture and architectural
details. Here is a basic guideline you can use to accomplish your
goal of creating an attractive 3D interior space to play in and
not make costly mistakes in the process. If you are going to borrow
from real-world environments for inspiration and creation, you should
consider using the design tools other professionals use to create
the spaces we live in every day.
If
you know what you need, what you want, and you understand basic
design, then your chances of making a mistake are almost entirely
eliminated. You can start to build with confidence and clear direction.
That is, of course, until the game designer changes the general
purpose or focus of the game level or space at which time
you simply smile and reapply these basic steps.
Avoiding
a Fall
Take
yourself step-by-step through the simplified design process I'm
about to describe. When you're done you should be able to define
your list of art assets for your 3D interiors. You'll also begin
creating the objects you need to make an efficient and well-planned
game level or walkthrough environment without stress or fear. If
done right, this prequalification for art requirements should afford
most developers more time at the end of the project to add the finishing
polish. This polish is often forgotten or omitted in most final
3D environments because of mismanaged production schedules and loss
of time.
As
level designers, every level we design and create requires us to
determine where we are now, where we are going to end up, and what
we will need in the process of getting there. To map this properly
requires organization and planning. For S.W.A.T. 3 we managed
to achieve a photorealistic look because of much preplanning. We
modeled, textured, and designed our lighting schemes using Worldcraft
and then loaded information into a proprietary engine. A small team
of artists took direction and design recommendations from scaled
floor plans which I helped create and then followed certain established
modeling and lighting techniques. These dimensional floor plans
and architectural drawings were based on the game designer's design
document, which sometimes referenced existing real-world buildings
and environments.
Whether
you are outfitting a room, a laboratory, or the inside of a space
station, the process for determining your needs is the same. Preplan
the spaces visually in order to understand the architectural features.
These features include windows, doors, fireplaces, stairs, columns,
an air lock, or a landing platform. These might dictate what kind
of furniture will actually fit before you create the pieces. Also
keep in mind that furniture is designed to fit people's lifestyles.
Each furniture piece is designed to support a particular activity.
To visually preplan, I recommend creating a rough layout or floor
plan on grid paper and then recording each room using one square
for each foot measured. You must establish a working scale for the
in-game world and use this when creating and arranging the content
for each room. You must also know the measurements of all the major
pieces before creating them and at the same time be ergonomically
sensitive, especially in first-person game levels where the characters
interact with their environment at close camera view.
The
first thing that must be done for each room is to determine the
limitations of the space. If there is no physical size limitation,
then set one. You can always increase the size later if necessary.
Setting self-imposed limitations is still better than not having
any at all. Before we can place furniture and other 3D items in
a room or level we must understand any technical constraints, including
camera limitations, pathfinding capabilities, how many polygons
or objects can be displayed in a given area, and the minimum frame
rate we need to sustain while traversing that area in the level.
Every asset we place in the level directly impacts performance during
run time. This kind of information is often difficult to get, because
the programmers on the project may not have established these parameters
early on in the development cycle, often leading to changes in the
level later on. Be persistent in getting the most accurate information
as soon as possible. Doing so will prove to be very beneficial in
the months that follow.
Next
we have to define the purpose of the space and who occupies it.
We must then determine the lifestyle and activities of the occupants.
Based on these room activities, we can now identify the furniture
assets needed to fit the space and support those activities. If
they do not already exist, then a list must be made of new art assets
that require design and modeling time. We now have the task of placing
the chosen items into the room represented on paper. This allows
us to continue to flesh out our design without eating up the artist's
valuable time creating models that represent pieces to which we
haven't fully committed. They should all be at the same scale as
our drawing so that if they fit in the plan, they will fit in our
room. Finally, we determine all interaction the occupants will have
with the space or its furnishings before creating the models.
Now
that we know what we need, let's take a look at what we want. A
game designer's or a level designer's wants and desires are an expression
of who they are and what their product is to become. There is no
right or wrong in this; everything desired here is totally legitimate.
However, there are situations where what we want, we don't need,
and what we need, we don't want. The important thing to determine
is what assets are desired and hip, yet still solve our in-game
problems. Since we've prequalified all the pieces of content in
the steps above, the decision-making process now becomes much less
painful and costly.
Grow with
the Times
It's
a tremendous challenge for me to create 3D environments for a game
level. To be able to continue to do so, however, experience tells
me that I must continue to evolve my process for creating and designing
the spaces for such worlds. Ever-improving technology, gameplay
demands, player expectations, and shorter development cycles all
guarantee that level designers and 3D artists will need to mature
their processes for creating attractive virtual destinations to
play in. You should need no more motivation than improving yourself
as a game artist and what you have to contribute to your team. For
me, the alternative is unthinkable.
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