Game Development Reference
In-Depth Information
Figure 10-18. Two game screens, first with everything solid black, second with levels of gray introduced
The Devil Is in the Detail
Now that the environment art is in place within the levels, and a villainous rabble of baddies is in
residence, we can test how the characters actually work against the backgrounds. This includes
appraising how the detailing on those characters looks in game, and addressing any problems
that might arise.
The final method of detailing the characters is decided by a process of trial and error.
Initially, during the Asset Creation phase, facial features and buttons, studs and other features of
clothing were created by simply erasing portions of the character elements. Now that the
characters can be tested against the level backgrounds, it becomes clear that the see-through
aspect of these details became easily confused or obscured by the background visible behind
them.
 
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