You think of a game. You think it's gonna be awesome and everybody's gonna praise for the gameplay, your game art. Then you create your character, your props, your weapons. Then comes the world and you stop. You never thought about the world your character is going to be in. Is he new to the world? Is he familiar with the…
I could not have said it better myself. Modular model sets and reusable textures are very important when building a huge level. Saves you time, and creates a very fast workflow. If you are going into level design, please make sure you do extensive research on modular design before continuing. It will save you days of…
Level design for games is like creating other forms of art. You have to start with a basic sketch, and grow it into what you imagined. Finish each levels gameplay aspects 1st. Like Boxing it out. Testing the routes, collision, and look for other game breaking issues. Write down some key goals and a plan on how to meet…
You sound new, so let me add something. You are trying to model an entire city. San Fransisco to be exact. What is this for? A portfolio piece? If so, then pick something smaller in scope. Story time. I met a guy a few months ago, a new animator just learning the ropes, who spent a YEAR making this super shitty replica of…
http://www.3dmotive.com/training/udk/modular-building-workflow/ http://www.scottjonescg.co.uk/FYPResearch/Investigation_into_modular_design_within_computer_games_v1.0.pdf This whole thread, but I want to show you how excellent the texturing is on page 7:…
This is an incredibly dense question the answer to which many people build entire careers out of. The most basic answer, from my experience, is that you can't separate the game world design from the gameplay, character, and prop/weapon design. For example, if you go and study an open world game environment, like the GTA…
@ArchieVision : I'll try and achieve that.. :D @ Stradigos : I'm not trying to replicate San Francisco. I'm saying my world somewhat resembles it. Anyway you do put a very good point. I had never heard of those techniques and I do need to learn those stuffs. Can you point me to the technique you mentioned? I need to learn…
I've been tackling this problem for a little while with my new project. The things you have to keep in mind is the setting, the key elements of the city that pertain to style and the gameplay, and how you're going to handle it once it's in game. What I've done with my project is started designing the city in 'districts'. I…
I go to websites like, HP's portfolio website to get inspired about the environment arts, I see it thoroughly how the environment art is done and so on. Than I make my own assumptions about how should I go about doing things when I am creating stuff, and so far I have succeeded with less to no issues. There are few more…