Art World Building Document
Art World Building Document
Revision History
Issue Date Person Reason - include problem #, ECN #, etc.
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Radical Entertainment
Simpson’s 2 – World Building Document 11/01/2022
Table of Contents
1 DOCUMENT SUMMARY......................................................................................................................3
1.1 DESCRIPTION..................................................................................................................................3
1.2 POST MORTEM...............................................................................................................................3
2 OVERVIEW...........................................................................................................................................4
2.1 WORLD BUILDING.........................................................................................................................4
2.2 WORLD BUILDING GOALS..........................................................................................................4
2.3 TERMINOLOGY..............................................................................................................................5
2.4 HIGH LEVEL FEATURES...............................................................................................................5
2.4.1 TRACKS...................................................................................................................................5
2.4.2 LANDSCAPE............................................................................................................................6
2.4.3 LANDMARKS...........................................................................................................................6
2.4.4 GAGS........................................................................................................................................6
2.4.5 STATIC OBJECT.....................................................................................................................6
2.4.6 DYNAMIC PROPS...................................................................................................................6
2.4.7 BREAKABLE PROPS...............................................................................................................7
3 HIGH-LEVEL WORLD BUILDING PROCESS...............................................................................7
3.1 PRE-DESIGN....................................................................................................................................7
3.2 DIAGRAMMATIC LAYOUT..........................................................................................................7
3.3 TRACK CONSTRUCTION/ LANDMARK PLACEMENT............................................................8
3.4 MASSING STUDY / TRACK ITERATION...................................................................................8
3.5 TRACK SIGNOFF / MASSING REPLACEMENT......................................................................8
3.6 2ND PASS – REFINEMENT – PROP LAYOUT...........................................................................9
3.7 3RD PASS – LEVEL TIME OF DAY...................................................................................................9
3.8 4TH PASS – TOONING / REFINEMENT......................................................................................9
3.9 5TH PASS – FINAL...............................................................................................................................9
4 PRE-PRODUCTION SCHEDULE ESTIMATE..................................................................................10
1 DOCUMENT SUMMARY
1.1 DESCRIPTION
This document will be updated when necessary as we continue to refine our technology,
building process, game and evolve the world building process through trial and
experimentation.
Direction for this document comes in close response to Post Mortem issues that we have
encountered and identified in the initial Simpson’s Road Rage game. The intention of this
document are to address the two crucial issues of iteration and standardization, in the
world building process. Inclusive we are addressing issues of…
Based on the world building experiences of the Simpson’s Road Rage game, we realized
there needs to be a standard system and process in place to create worlds in a more
efficient manner and be able to iterate at a much faster rate.
The following information is the problems we faced in the past game with World
Building:
There was no process for preplan of track (roadmap) design that made any
relevancy in terms of accuracy and gameplay methodology.
Track was modeled with the whole terrain in mind without any thought to grid
structure layout. Two problems occurred because of this method; (1) The terrain
became polygon heavy and with triangles made everywhere as the artists iterated
on the track layout. (2) Texture tiling became a problem with swimming textures
issues, texture resolution and tile-stretching was hard to control.
World was modeled and textured to a close to final state before any iteration took
place. This made the process more tedious for both the artist and designer to do as
well as possibly mentally preventing them from doing so. Why, because the artist
and designer had spent so much time and effort creating and placing props and
trigger points in the world that if was felt a cumbersome added task.
When track design had to be iterated props and buildings had to be moved
manually in Maya. This can be a time consuming tedious process.
Building geometry was not created using standardize system, therefore again
issues with maintaining texture resolution and texture stretching was prevalent.
2 OVERVIEW
Ease of testing/iteration/revision
“Kit of Parts” construction – standardized units, standardized physics
Unitized mapping for easier texture construction/replacement
Pre-Design – focusing on view distances, highlighting landmarks
Landmark Zones connected via Rails – controlled load times, texture allocation,
generic textures
Ease of placing collision volumes
2.3 TERMINOLOGY
LANDMARKS– Higher Poly, High map features with driveable footprint surrounding
them (that will be later incorporated into the track mesh). Landmark footprints are
constructed generally to accommodate the 8m base units, but should not be restricted to
them. At the footprints perimeter the 8m units should be accommodated.
GAGS – Predetermined NIS sequences that may influence the world design and layout
GENERIC BUILDINGS – Bulk of world building objects represents the generic non-
landmark buildings. Generic Buildings will make up the “rail based” game play areas.
STATIC PROPS – props that do not react when hit (e.g. Billboards, fences, tree lines
etc.)
DYNAMIC PROPS – props that may be hit and physically move (e.g. Mail boxes, lamp
poles)
BREAKABLE PROPS – props that when hit are replaced with a pre-animated sequence
(e.g. Trees, fire hydrants)
2.4.2 LANDSCAPE
Base 8m unit
Unitized track textures drawn to consistent scale of 8m units, and base layout
Landmark/Track do not need to be resolved at edges as a physical barrier between
drivable and non-drivable surfaces will be present (fences, buildings, etc…)
2.4.3 LANDMARKS
Built to a 4m base construction unit
Maps designed to 4m scale consistent with construction unit allowing for consistent
resolution and proportions
Footprint built from base track units but customized to address landmark
requirements. Footprint maps should re-use ground textures where possible.
Footprint edge should conform to TRACK 8m base units.
2.4.4 GAGS
To be accounted for, framed and supported by world design
TBA
Pre-Design
Diagrammatic layout
3.1 PRE-DESIGN
- Description of Level concepts and features
- Flavor, look, atmosphere, mood etc…
- Compile Landmarks lists and features, level gags
- List Storyline Dependant features
* Planning the look and atmospheric feel as well as the theme of level will minimize
need for constant iteration.
3.2 DIAGRAMMATIC LAYOUT
- Orientation and layout of landmarks, relationships all purely diagrammatic
- Plan jumps, features
- Plan node points – shortcuts – storyline dependant features
- Determine world “flow”
- Build and Map landmarks
* Physically begin laying out the track and landmarks within the level. How big
will this actually be? What will the track look like? Broad, first strokes that will be
created in Maya and tested in the game engine.
*Geometry placeholder will represent buildings and landmarks. This process is key
to help ease of track iteration. Art here at this point of process will not have impact
here. The main purpose is to define gameflow and how the track plays independent
of art. Publishers and management will have to understand this process as well so
they know what is to be expected at each process.
*It is very crucial to have an official sign off of the track layout sometime in the
process. This process is taken from Laurent Ancessi and his experience on Need
for Speed. At this point artist can work on creating textures and detail modeled
geometry at full speed. At this point art will be reviewed at a first pass state. At this
stage designers can place their data.
*Artist can then start replacing geometry placeholder with art as track tuning takes
place. The advantage here is the ability to test in game right away will clearly benefit
this project over the last project.
Pre-Design 1 WEEK
(design team – prior to level construction)
Total estimate per level – 4 weeks team work per level + 8 weeks 2 artists per level