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Today's main Gamasutra feature, written by a long-time artist and FPS level-designer, explains how to speed video game level creation by creating modular art assets for b...

Simon Carless, Blogger

December 2, 2005

1 Min Read

Today's main Gamasutra feature, written by a long-time artist and FPS level-designer, explains how to speed video game level creation by creating modular art assets for building fast, clean, and easy large 3D environments. As author Paul Mader explains in his introduction to the article: "Most artists know how to make art look good, while staying within limits of texture size and polygon count but it is also important to make it easy to use, modular, and seamless. The key to achieve this, and empower the level designers to make the best game possible, is through use of the grid and pivot points." You can now read the full Gamasutra feature on the subject, including plenty more specifics for artists who want to make game level design as easy as possible when constructing modular game architecture (no registration required, please feel free to link to the article from external websites).

About the Author(s)

Simon Carless

Blogger

Simon Carless is the founder of the GameDiscoverCo agency and creator of the popular GameDiscoverCo game discoverability newsletter. He consults with a number of PC/console publishers and developers, and was previously most known for his role helping to shape the Independent Games Festival and Game Developers Conference for many years.

He is also an investor and advisor to UK indie game publisher No More Robots (Descenders, Hypnospace Outlaw), a previous publisher and editor-in-chief at both Gamasutra and Game Developer magazine, and sits on the board of the Video Game History Foundation.

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