Game Development Reference
In-Depth Information
Asset Creation: Maya
Scenography Modeling
Scenography Modeling within the Game
Design Pipeline
The game pipeline—specifically, the Unity game development pipeline—
can be a fairly flexible thing. There are not that many elements that must
be done in a sequential order. Many can be done concurrently, and often
the order of steps can be leapfrogged and rearranged. While the art team is
developing models, textures, and animations, the tech team (i.e., scripters
and programmers) can be developing the technology and mechanics that
drive the game. So the things that happen in the following three scenography
chapters do not need to be complete before the programmers do their thing
(or before you do the programming thing).
In fact, in our studio, we almost always create quick mock-ups of the
level design and even objects the player will interact with, and throw
those over the fence to the programming team. This gives them a chance
to work with scale, and have something to work with as they work out
the technical wrinkles. Even if you are a one-man studio, this is a very
effective strategy because you may find that the level you had planned
 
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