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McGraw-Hill - 2003 - Ultimate Game Design. Building Game Worlds - DDU 03 | 2o ULTIMATE G AME DESIGN Building Game Worlds drawings and then provide some rough lighting and texturing and try to play in the area as soon as possible to see if it works. Are the areas too big too small too boring or too confusing Then it s just a question of feedback refinement and more feedback and refinement. Until hopefully a great environment is produced. TM Do real floor plans translate into exciting game geometry Do you consider them a point of reference AH They can but I think that most often while one can start with a realistic house or town one is going to want to tweak it. Exaggerate it for effect. Except if your game requires verisimilitude such as a baseball field or a car racing game. TM When it comes to basic environmental design what would you say about room entry and exit room flow room to room and transitioning from interior to exterior spaces This happens plenty in most games. AH Well I think that the flow of spaces has to be somewhat grounded in reality. In the study of architecture flow is an important aspect of designing any space and is equally important in the game world. That being said sometimes one needs to tweak the reality to get a more fulfilling game experience .I am thinking of Half-Life for instance where the spaces are almost caricatures of actual physical spaces. TM Do you build or plan on paper before geometry construction begins AH Definitely. Yes I sketch a floor plan and some elevations and then do some rough axon metrics 3-D views of the space. I go back and forth . plan elevations and 3-D and back to plan again until I get something polished. TM What is the learning process like for 3-D environmental work How does one begin AH A lot of it is trial and error. I travel to unusual spaces or environments. I draw a lot and photograph as much as possible and then do research for the particular project at hand. Then it comes down to modeling the environment and experiencing it first hand to see if it works. Trial and error and .