video game environments
DESCRIPTION
Looking to video games for urban designTRANSCRIPT
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Video Game CitiesRyan LawberCRP 5202-14-08
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SimCity Second LifeThe start of simulation software in games. Players utilize the given parts of
A more current model of the SimCity model software. Second Life is an online g y g p
a city to develop and maintain their own urban environment.
community that has developed a completely customizable world with a working economy.
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Doom (1993) Half-Life 2 (2004)One of the first introductions to first-person shooter genre. Character design
While the principle is the same, the improvement of the computer code has p g g
and programming took priority over architectural design.
p pallowed for attention to architectural design and importance.
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Video Game CitiesThese cities carry a unique design element in that they have been designed to invoke
Concept artists develop a specific emotion for the in-game environments through the y g
emotions not sought after in the design of real cities: oppressiveness, fright, disorient, and on the other end of the spectrum, happiness.
g glevel design. This plaza has been designed to carry an “oppressive” mood.
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DevelopmentVideo game cities have an alternate set of parameters to use in design:
Most of these cities are based on a specific path that the gamer must take to complete the p g
- No function- No commercial- No residential
p g pgame. Along this path are cause and effect triggers that create specific scenes and imagery within the game.
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DevelopmentGameplay process:-obstacles
Game development begins with a typed script as a movie would. This is then translated into
-forced paths-trigger and response
artist conceptual renderings and finally into a gaming engine.
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ConceptCity 17 from Half-Life is designed around:- Historical development of most major
The design includes wall-to-wall buildings (soviet era public housing among traditional p j
European cities- “Clash old vs. new”
( p g gEuropean designs) to create a path for the user to follow.
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ConceptThe train and rail line is a central theme of the design as it is the main transport
Other modes of transportation within this city include:g p
between and within cities. y
- Highways, city streets and underground tunnels
- Tram lines- Canal system
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DesignThe lighting within video game cities is rendered to create moods within different
The images on the left are real-life photographs with their computer modeled and
environments.p g p prendered counterparts on the right.
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Design- Design group worked from photos of
Bulgaria, Russia and RomaniaVideo game cities have the opportunity to control every aspect of the design and layout.g
- Construct city from a skeletal framework-Boulevards-Avenues-Courtyards and hidden spaces
y p g y