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Game Creation Process

polycounter lvl 14
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superdenny707 polycounter lvl 14
So I'm in school, working on a group project, and I've been placed in a bit of a pickle. I've had to step up as lead and do both level design and environment art (and manage the overall direction for the group, but that's another topic). I'm just wondering, in game studios, does the level design have to be complete before production on environments is done? Can they be done concurrently? How does this process work in a real-world setting?

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  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    For Core Overload, since our map was very modular based, we moved at the same time. If the design team had any changes, they could personally accomodate them with the updated UDK asset packages. I'd just make sure the game level looked like what it was supposed to be, and our design lead would makes sure it was gameplay/engine suitable and efficient.

    If it's an environment that needs to have a lot of unique sections, I'd imagine you'd want to get design nailed and boxed out first before creating a lot of assets.
  • easterislandnick
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    easterislandnick polycounter lvl 17
    Generally the design comes first, you get the broad strokes down with simple terrain and place holders (called either white or grey boxing) These are usually untextured but most of the game play is set up and partially working so it can be play tested. At this point the art team is working on assets and might be working up small areas of environment to test out that everything looks cohesive and so that management can see what the levels will look like.

    It generally takes longer to makes the assets than it does to flesh out the levels but that's not always the case. Generally artists are always following designers when levels are created, it means that things are working and playing well before the art pass so that artists don't have to scrap fully worked up areas if the design isn't working so well.

    Bear in mind that pretty much every game has levels that look finished but are not used due to them 'just not working' and that the first level that is made is always the worst and gets remade at the last moment!
  • superdenny707
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    superdenny707 polycounter lvl 14
    Awesome thanks for the insight, I really appreciate the help
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