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Published byDale Gardner Modified over 9 years ago
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COIT23003 Games Development 3. Elaboration: Pre-visualisation
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References Meigs, T., 2003. Ultimate Game Design: Building Game Worlds, McGraw Hill.
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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
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Objective Create a set of artefacts that provide an overall “feel” for the game: – Base – Structural – Behavioural – mood
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Base Artefacts Sketches, photos to set the tone for the game (dark and sombre, …)
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Structural Artefacts Sketches of – Overall environment (ie maps) – interior layouts/levels (props, entries, exits)
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Behavioural Artefacts Sketches of – Character positionings – Room flow – Interior to exterior transitions Scripted events (cf use cases)
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Mood Artefacts Annotations on structural/behavioural artefacts for – texture – audio – Special effects
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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?
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