elfWhoKilledChristmas

elfWhoKilledChristmas

Monday, June 16, 2014

Level 2 Design: From Design to Game - part2


Here are some details about how the graph-paper illustration Mike designed turns into a level.

Let's start with the level design application, Give Up Games Tile Editor.




First, Give Up Games Tile Editor converts the 2D pixels from the graph-paper scene to 3D geometry objects, based on the layers, and exports the geometry into the Give Up Games Scene Designer. As you see below, Give Up Games Tile Editor exports each of the layers as a separate object, but they all have the same height. Here is an image of what the whole level looks like when it is exported from the level designer to the Scene Designer



As you can see, this doesn't look much like a playable level. Everything is the same height, so basically all we have so far is a large floor.

However, because each layer is exported as its own object, it is easy to fix this problem. Once the objects are in the Scene Designer, Mike can select the walls and scale them vertically, giving them height, so they look like real walls. He can also position multiple floors to create multi-level structures, and move, rotate, or scale any other objects as is necessary. Therefore, certain changes can still be made   to the design at this step of the process.


This looks more like a level that a player can run around.

The Scene Designer can export these manipulated 3D levels into .fbx files that can be read into Maya, and edited further, or used as a guide to building a level.

In the next post, I explain the workflow in Maya. Read part 3 now.
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