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SAE Magazine 13-2

154 The term modular level design is inseparable from professional production of interactive 3D content and firmly anchored in the foundations of produc- tion. If you take a look at the history of the gaming industry you will find numerous excellent examples for the modular construction within fictitious worlds. Super Nintendo’s Mario and The Legend of Zelda are of particular importance here. The reuse and varying formation of the defined number of level elements generated at this time allows for the creation of areas which are playable for as long as possible and this has, at least in principle, not fundamentally altered to constantly grow and a we tially added as software sively develop. Constructi the necessary geometry a of a sole individual. With structured into various sec ingly larger and more deta content accordingly into o Combined with the high ers, these circumstances time-efficient solution. T produce many different r content generated only efficiency the exclusive p are found in the direct vi this context and they the requirements. Choice of module size The basics of effective mo divided into three areas: optimal use of the grid an module size of the combi ent on the characteristics of the scene. If the consum from a birds eye view it is al town districts. These m predetermined number o metries. If the aim is to ex from a first or third perso Production & Know How // Modular level design Modular level design A round up of the basics for budding level design 2. An example of an element which can be used to break up a high repetition set of modules.

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