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COIT23003 Games Development
3. Elaboration: Pre-visualisation
References
• Meigs, T., 2003. Ultimate Game Design: Building Game Worlds, McGraw Hill.
Why Pre-visualisation?
• To provide team members/stakeholders with a reference point as to what we want to achieve
• That reference point is not necessarily fixed – it’s a start,
• It needs to capture the “feel” of what the game is to be about
• Emphasises that game design is not software design
Objective
Create a set of artefacts that provide an overall “feel” for the game:– Base– Structural– Behavioural – mood
Base Artefacts
Sketches, photos to set the tone for the game (dark and sombre, …)
Structural Artefacts
Sketches of – Overall environment (ie maps)– interior layouts/levels (props, entries, exits)
Behavioural Artefacts
• Sketches of – Character positionings– Room flow– Interior to exterior transitions
• Scripted events (cf use cases)
Mood Artefacts
Annotations on structural/behavioural artefacts for– texture– audio– Special effects
Exercise
The artefacts described relate to a games with rich and complex environments, like adventure games. What artefacts would you consider appropriate for the previsualisation phase of a simpler environment, such as an arcade game?