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SAE Magazine 13-2

Index During the concept phase e to what extent backtrack- level barriers is intended. ionally used elements can get and time constraints. onsidered, discussed and pt phase. the grids and a bindingly he modular process seem In everyday practical use y flexible system. It is im- ocess to identify the ele- r the environment’s design language. Additional duplicates can be created on the basis of these “core/parent elements” which can be elaborated upon in various forms. It is never to early to start working on the detail. So it is more sensible to roughly divide a building into its floors and to test the resulting modules with different vari- ations as it is to create the windows and additional subdivisions for each individual floor first. Make the variants conform to the required design language and allow them to come together incompletely, are able to with smaller grid units to also elaborate on smaller levels of detail. Absolute flexibility is the overall aim of a modular level design. Allow objects and modules to reflect and rotate on all axes and to snap together and apart then construction in- side the game engine will follow the classic LEGO principle. The “pattern problem” Depending on an individual module’s level of detail these must form a perceivable pattern If particularly concise geometry is only reflected and consistent- ly connected together, the resulting pattern is also identifiable for consumers. After all important ele- ments in an environment have been defined, it is necessary to disguise the underlying pattern. Re- peating elements can also achieve other effects with the varied use of light and shade. Objects which can disguise or vary transitions can be helpful here. For example vegetation growing on a building or differ- ent types of derelict brickwork can be placed in many different positions on the facade of a building. If it is insufficient to embellish the module with additional elements it is not complicated to subsequently ➤ m the construction of the title e viewer’s direct field of vision

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