FUNDAMENTALS OF GAME DESIGN, SECOND EDITION

Prototyping

In this stage, you will build a prototype of the level. Much of this work will consist of using a 3D modeling tool to construct temporary models of the landscape and objects that can appear within it. The models you create will not end up in the game but will serve as blueprints from which the art team will create the final artwork.

The prototyping phase requires that at least part of the game engine be running so that you can load the model into it and test it. Your prototype should include such features as:

■ The basic geometry (physical shape) of the game world created in a 3D modeling tool. If it's a 2D world, the prototype should show the layout of the 2D landscape.

■ Temporary textures to place on the geometry to give it a surface. These will eventually be replaced by final textures created by the artists.

■ Temporary models of props (trees, furniture, buildings, and so on) and NPCs that will appear in the level, so you can put them where they belong in the landscape.

■ Paths planned for AI-driven NPCs—where they travel within the level.

■ A lighting design for the level.

■ The locations of trigger points for key events. Placing these triggers and docu­menting what sets them off is referred to as rigging.

In some cases, you may be able to use final audio effects in your prototype; that is, the sound effects that will actually end up in the game. If those are not yet avail­able from the audio team, use temporary sound effects and note that they will need to be replaced later.

Level Review

At this point, you have a working prototype of the level; if the programmers have the game engine running, you should be able to play your level in a rudimentary way. Hold a level review, inviting members of the design, art, programming, audio, and testing teams to get their feedback. Each should examine your prototype for potential problems that may come up in his own field when he is working on the real thing. The issues that the level review should address include these:

■ Scale. Is the level the right size? Will it take too much or too little time to play through?

■ Pacing. Does the flow of events feel right?

■ Placement of objects and triggers. Are things where they need to be to make the level play smoothly and produce the experience you want?

■ Performance issues. Is the level too complicated for the machine's processor to handle? The programmers should be able to flag any potential problems.

■ Other code issues. Does the level call for software that represents a problem for the programmers? For example, a unique NPC that appears only in this level still needs its own AI; will this be an issue?

■ Aesthetics. Is the level attractive and enjoyable to inhabit? Because the proto­type uses temporary geometry and textures, a certain amount of imagination will be called for here.

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