Game Development Reference
In-Depth Information
7. Now the rest of your job is to put obstacles in the way of your character to
impede them from geing to Z. These may be physical obstacles as well as mental
obstacles. Fundamentally, a game is about overcoming challenges. It is the skill of
the level designer to make this fun, frustraing, and interesing; just right to keep
players hooked.
8. Once you've drawn these in, the next thing you need is a way to keep your character
from wandering off where you don't want them to go. In other words, places you
haven't modeled in detail!
9. Think up a device for doing this. Fences? Blind alleys? Impenetrable forests? Even
other characters that stop your character geing away. Even the most open and
explorable game worlds have some boundaries somewhere.
10. Now, indicate if you will be having distant scenery objects to add to the realism and
finish off the scene.
11. Taking your sketch as a basis, open SketchUp and use basic modeling with the pencil
tool, rectangle tool, and Push / Pull tool to create a 3D mock up.
12. Use the origin, where the iniial 2D character is when you open SketchUp, as the
staring posiion, and to give you an idea of scale.
Here's what you might have mocked up for the level you're now going to create. As you can
see, it's roughly to scale, but not arisic, not beauiful, and most deinitely not impressive.
However, if you don't go through the basic planning process, you will end up modeling things
you later find you don't need. Also, with a simple mock up like this, you can discuss various
issues with other members of your team. In a similar way, this is the image I sent my editor
when we were deciding what to include for this topic.
 
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