Recreating a TransMedia Architectural Location In-Game via Modular Environment Assets
Résumé
Existing architectural locations are often recreated in games using unique “hero” meshes instead of modular assets, which in these cases are commonly perceived as too limited or inaccurate. This applies to real-world locations or, as in this case study, transmedia locations. This study proposes that hero meshes are not always necessary and that modular assets have the potential to recreate even complex architecture. The paper presents a set of development steps for modular assets for game environment art according to a game design lifecycle, and proceeds to demonstrate its potential via a case study. The case study focuses on planning and designing steps; these preliminary results indicate that, when well-designed, modular assets have the potential to recreate complex architectural locations without requiring extensive use of hero meshes. Adopting modular assets instead of hero meshes could potentially reduce the cost and development time of environment art for transmedia games and games featuring real-world architectural locations, as well as increase the reusability of such assets.
Domaines
Informatique [cs]Origine | Fichiers produits par l'(les) auteur(s) |
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