video game environments

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Video Game Cities Ryan Lawber CRP 520 2-14-08

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Looking to video games for urban design

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Page 1: Video Game Environments

Video Game CitiesRyan LawberCRP 5202-14-08

Page 2: Video Game Environments

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.

Page 3: Video Game Environments

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.

Page 4: Video Game Environments

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.

Page 5: Video Game Environments

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.

Page 6: Video Game Environments

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.

Page 7: Video Game Environments

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.

Page 8: Video Game Environments

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

Page 9: Video Game Environments

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.

Page 10: Video Game Environments

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