Re: Question about development of prototyping tools.
Steven Kah Hien Wong <[email protected]> Wed, 20 Apr 2011 02:06:28 -0400
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <[email protected]> |
Hi Juan, Game engines usually have a specialized editor that designers/artists can use. Unreal <http://www.udk.com/> is an industry-proven and freely-available example of what you can expect. Source engine (used in Half-Life and Left 4 Dead... among many more) is another. All the projects I've worked on have been this way... but I have heard some games have managed to get by with plugins to existing 3D packages too. You usually block out the levels first (using CSG's for example - big & simple shapes), and then add in the sugar later (like the real 3D art). You will hear this a lot in the industry... iteration! Start with something simple and functional... and polish it until your eyes bleed. :) Features implemented by programmers will usually expose some parameters that designers/artists can tweak and fine-tune. There is usually an existing framework in the engine that allows programmers to do this in a standard way. One way is to 'tag' member variables as configurable and the engine will automatically do the rest of the work of presenting and saving/loading (serialization) it in the editor. At the end of the day, it's just a lot of back & forth between programmers/designers/artists.... working together to make something beautiful. :) I agree with you on tools being undervalued. A robust tool that allows designers and artists to iterate quickly is a god-send. However, time constraints and needing to get stuff done (i.e., working on the final product rather than the tool to make the product) make it a challenge... even more so with the increasing size of today's projects. Hope that answers some of your questions. :) -- Steven Kah Hien Wong ([email protected]) On 20 April 2011 01:26, Juan Linietsky <[email protected]> wrote: > I'm not sure if this is a common quesiton in the list, but I think tool > programming is a very overlooked issue of software engineering in game > development. > So my question is, since many here have tremendous experience in the game > industry and worked on huge projects, what kind of tools do software > engineers supply to game or level designers so they can, for example, > prototype a game stage before, say, 3D artists start working on a final > version? > > In more depth, games like Halo, God of War or Mario Galaxy for example have > really complex scenarios, so complex that a height map or grid map editors > do not suffice for prototyping. I can imagine that before 3D artists can > start working on the final art, a simpler looking prototype must be created. > I also can imagine that creating such prototypes need constant adjusting on > the fly (a cliff may be too high, a room to small to fit the enemies, a > target out of shooting range), so either special tools for editing stages > are created or special plugins for integrating with, say, maya are needed? > Also, is it common that game or level designers know how to work with 3D > apps for stage design? or do engineers have to create special tools for > them? If so what kind of tools? > > Cheers! > > Juan Linietsky > > > > > _______________________________________________ > Sweng-Gamedev mailing list > [email protected] > http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com > > _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com