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SAE Magazine 13-2

158 Production & Know How // Modular level design swop modules thanks to the grid. The impression of an observable pattern is quickly generated, especially when beginning to construct a level. All additional formative elements and the basic lighting should be implemented instead of directly modelling additional geometry and swapping modules. The resulting impression of the scene can have crucial differences. Asymmetrical elements It is sensible to interrupt the modular process if the area is equipped with all cyclic elements and the scene’s significant design language can be recog- nised. Good design can also result from asymmetry and particularly concise unique objects in addition to using cyclic modules. This should be planned as part of the concept phase. These specialised components must also now be integrated into the remaining time budget. Even if you don’t embody any recurring elements it is important to model these using the grid. If these elements also fit on the grid, they can be easily adapted into a game engine using the much sought-after LEGO principle. A practical example The accompanying images are a practical example of the use of modular level design. This composi- tion is comprised of one module, a corridor segment which is divided into the following modules: floor, ceiling and wall. These are then further divided into sections depending on the required level of detail. So it is possible, for example, to swap two grates for a four section plate modul This example is based on is divided into 256 section Modular level design is project but it offers vari and approaches which ca project if taken in isolation It is generally recommen the available types of g your own level constructi the necessary total volu and always helps you no important things. With the ing increase in consumer for fictitious worlds resou ning is crucial to get the of your own workflows. so there is a chance that design will culminate in experience. n

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