Game Development Reference
In-Depth Information
FIGURE 3.3 Screen grabs from Second Life showing the process of assessing the land impact of previously built
objects on your land by using the advanced information link (center box) under the General Tab of the Build Menu (right
side box) in the Firestorm viewer. On the left is the “What is all this?” help browser web link provided by Firestorm to
explain the meaning of “weights” and “land impacts” generated by your content.
Taking the time to make a detailed plan serves you in many ways. It can be used to sell the client on the
idea and your professionalism, to organize the team and rev them up about the project, and to help you see
the overall scheme for worklow for the project.
3.3 LINES AND ARROWS AND CHARTS, OH MY!
The following section presents some large charts that represent possible worklow scenarios for your design
studio. As you know already, each project in the virtual environment design is a bespoke creation, but like
that great tailor on Savile Row making custom suits, you will need to have your creation methods organized
and reined. The best way to utilize the information in this section is to consider these concepts irst and then
to observe your team's worklow. It may be that you utilize different software or have the need to interact
with many other teams. Take the best parts of these ideas for your use and customize the details to it your
particular team and project.
3.3.1 “B uild i T o nCe ” C onTenT f loW s ysTem
Figure 3.6 has a chart that illustrates the “Build It Once” content low for design development in Second Life,
OpenSim, and Unity. The software was chosen to it a work group that utilizes both Mac and PC platforms.
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