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W O R L D B U I L D I N G lee perry

Modular Level and


Component Design
Or: How I Learned to Stop Worrying and
Love Making High-Detail Worlds
o the future has finally Super Nintendo worlds of old, it will that holds up to artist-like scrutiny is

S
arrived. Technologies we’ve inevitably boil down to modular com- not a practical idea. Many level design-
only dreamed about are ponents in some way. Until recently tex- ers aren’t familiar with high-end model-
closer than ever, and if tures provided the bulk of a world’s ing packages, and even knowing the
you’re lucky enough to be detail, but for the foreseeable future, tools doesn’t necessarily translate to cre-
on the right project, you’re knee deep in more and more players will expect that ating great content. The days of align-
it already. With polygon counts off the detail to be full-blown geometry. That’s ing textures and moving on have them-
charts and hardware pushing more a big order to fill, particularly in the selves moved on.
detail than you care to create, environ- competitive realm of first-person shoot- Asking traditional artists to design an
ments can be simply staggering. But ers, where eye-candy often reigns engaging level is not an ideal solution
with every step forward in graphics supreme. However, the solutions to either. Doing so may produce great-
capabilities, many find themselves won- these problems are not limited to the looking yet highly unpredictable game-
dering how to utilize those advances. worlds of the running guns, they can play. Questionable gameplay and per-
The question of “Wouldn’t it be cool if solve dilemmas for many genres and formance sacrifices arise regularly when
the engine could do feature X?” is now many settings. artists focus on creating large master-
rephrased, “Do we have the talent to Using prefabricated geometry in cre- pieces. And both systems easily end
utilize feature X at all?” Nowhere in the ative ways is key to achieving the detail with the creator losing inspiration after
industry is that question more apparent levels players expect to see in their game weeks of working on the same content.
than with environment design. worlds. This article will look at how we Another system many developers
When we can draw limitless detail, it at Epic arrived at the modular solution, work with is having a dedicated level
seems limitless talent is required to cre- how we implement such a system, and designer block out an environment and
ate those worlds. How do we quickly the benefits and limitations of a compo- pass that progress on to an artist for
generate enough consistent quality con- nent-driven workflow. final polishing. This works to a degree,
tent to fill a highly detailed world? How but it can still benefit from modular
do we make sure those worlds can be design decisions made early on. Model-
easily modified and made flexible to
You May Ask Yourself, ing and texturing an entire level at
design whims? How do we break up the
How Did I Get Here?
team to handle these tasks? These are L E E “ E E P E R S ” P E R R Y | Lee is
daunting problems to address, and even he modular level design solution currently a designer and artist for Epic
the most stalwart industry veterans will T arose from the need to have great- Games. Among numerous other projects,
find themselves intimidated quickly at looking, high-detail levels without hav- previous work includes art and level
the prospects. ing to build and texture every nook and director for Ion Storm’s ANACHRONOX,
As we stare down the future, it may cranny of the environment. Asking a and modeling for Square’s R&D depart-
help to take a page out of history, from traditional level designer to create an ment. He can be contacted at
tile-based platform games. Much like environment (usually from simple tools) lee@epicgames.com.

30 november 2002 | g a m e d e v e l o p e r
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W O R L D B U I L D I N G

choose a path along the lines of MOR- or perform any number of other interac-
ROWIND, wherein large buildings are sin- tions. Deciding in advance at what
gle prefabricated items, and entire cas- height various animations will happen
tles may break down into a handful of can save you a great deal of pain later.
wall pieces. Other projects, with an eye Of particular importance here is stan-
on very dense environments, may work dard stair heights and depths. Lock
on a smaller scale that incorporates sev- down these standards early, print up
eral modular components to create a guides, and distribute them as soon as
single wall’s detail, as shown in Figures possible. A few hours’ work here will
1a and 1b. save weeks of potential headaches dur-
Where do you start when building a ing later production.
set of prefabs? First you must decide the
scale of modularity your project is going Planning
to need. This can generally be deter-
mined by the scope of your environ- ow’s the time to sit down with the
FIGURE 1A. A larger-scale building set. ments. If you’re going to be shoving a N designers and artists responsible for
player through entire cities in a Porsche, a given area of the game and discuss
you’ll want to break everything down what type of pieces will be required.
into chunks of geometry as large as Make a list of key features for the envi-
entire city blocks. If you’re going to be ronment and the unique components
creeping a single player through the nar- that define the level. These could be any-
row, abandoned corridors of a derelict thing from a vast missile hangar to a
spacecraft, you’ll want to work at a complex volcano mesh.
very fine detail level with layers of Leave the specialized pieces aside,
components interacting in a complex focusing on the meat of the environ-
fashion. ments, the areas where players will
spend the majority of their time. Decide
Grids which key modular components are
needed and plan out the general use of
egardless of scale, when creating a those pieces. Make a shopping list of
R set of modular components, noth- components needed for a flexible base
FIGURE 1B. The scale has been taken down a ing is as important as the almighty grid. set; this could range from hallway sec-
notch, using more components in a single Grids may fluctuate wildly between tions to generic city streets.
wall. engines and projects, but whatever sys- The challenges in this step often come
extremely high detail levels can result in tem you decide on, stick to it religiously, down to transitions. Plan out how to
many months of work that may end up and always use even divisions of that blend one theme into another, and save
needing significant retooling. Eventually grid when working on smaller compo- effort by clarifying which transitions
someone undergoing such a task will end nents. If your system dictates that a won’t be needed. Note which structures
up aiming to reuse as much artwork as generic wall be 256 units tall, try to may need capping off, and give a
possible from one area to the next; why keep smaller details at 128 units, or 64 thought to how that should be done. For
not keep that tendency in mind from the units, and so on. example, if you have a modular river
beginning and work with it as a founda- Be aware of game mechanics when running through your game’s landscape,
tion for your creative process? Following determining the system. If a character is have a method handy for capping off
are some of the considerations we keep 128 units tall, or a leaping character can that river by making it run into a grate
in mind when designing our environment cover 64 units forward, your system or sinkhole, or dissipate over a waterfall.
construction process around modularity. should take advantage of those values. If you’re building entire buildings from
Working on a gameplay-conscious grid prefab corridors, make sure you’ve got a
Scale aids the level design process greatly, piece to cap off that structure.
while significantly reducing “trial and Your system could have conceptual
ith intelligent planning, modulari- error” early testing. artists start their work at this point, or
W ty is not as restrictive as you Keep animations in mind. Characters they may be involved earlier and have
might think. Indeed, modularity can be may interact with computer panels, use concepts presented when the initial
implemented on many scales. Some may door handles, be able to sit on surfaces, shopping list is created.

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Start with the Basics Find out in advance if your prefab sets
will require back-facing polygons.
t this critical point, be sure to go Leaving the back of a prefab hollow
A through the prefab list methodically, guarantees someone will make an envi-
building the necessary components on ronment to display it.
the agreed-upon grid system. Don’t begin
construction with a complicated junction Mirror, Mirror
piece, start with the basics and create the
base unit from which variations can be esigners will love you for creating a
created. If you’re making a 3D terrain D flexible set that is painless to work
set, start with the base tile, duplicate it, with. Of key importance to achieving
and create variations off the mother that flexibility is making sure your geom-
piece. After the various themes and sets etry can be mirrored easily on as many
are completed, lay them out and begin axes as possible, so keep a line of sym-
“tweening” them and creating any transi- metry through your work as you go.
tional prefabs needed. Establish an Cylindrical structures are an important
approval process at some point in the spot in this regard. It’s a good idea to
basic construction, so you don’t end up give objects such as pipes a number of
with a polished set of geometry only to sides divisible by four. Initially this may
find out the basic theme isn’t quite right. seem odd, but the first time you have a
Sign off on work along the way. row of pipe sections and try to pivot a
Test-map your work by periodically seven-sided length of pipe 90 degrees, the
dropping what you have created so far logic will become apparent. Seams
into a test environment and verify that appear, edges don’t line up, and things
your work tiles correctly and works well get messy quickly. With an eight- or 16-
together. As a bonus, you may find it sided pipe, you can mirror or rotate an
inspirational to see complex geometry elbow easily without risks of seams.
emerging as you work. When working with symmetry in
If your project allows it (and most do) mind, you’ll want to restrict any lettering
try to keep multiple purposes in mind for that can’t be mirrored to detail pieces.
your work as you go. A cave system may Try to create pieces that work when mir-
have ceilings that could easily be used as rored vertically as well as horizontally,
floors. Typical metal-plated bulkheads will and consider creating transition pieces
often look good regardless of orientation. that will allow an object to be mirrored FIGURE 2A. With an origin in the wall’s lower
Don’t assume a large structure has to to itself for added flexibility. corner a wall can be rotated and stretched to
be a single modular piece. For example, fill an angled gap easily, while the origin stays
instead of building an entire modular on-grid.
corridor, build modular wall sections,
Origins
ceilings, and floor tiles that snap together ou may have a prefab modeled rigid-
to form a complete corridor. This will Y ly on a grid, but if your origin is off,
allow for more flexibility when the set it may come into the engine off grid as
gets into the designer’s hands. well. To what degree this happens
It also helps to provide plenty of varia- depends on your particular technology,
tions. If you have a large stairway piece, but be aware of it as you build your
make short, medium, and large versions meshes in world space. A handy trick for
for added flexibility, and be sure to con- planar wall sections is to place the origin
sider texture variations as well. With a in a corner of the mesh, instead of the
change of color scheme, an office hall- center. This allows the wall prefab to be
way may appear completely different. stretched or pivoted around while one FIGURE 2B. A centered origin results in having
By incorporating relatively minor varia- corner remains on grid. An origin in the to move off the larger grid to cover an angled
tions, an area can feel far removed from center of a rotated wall leaves both edges gap, scaling in multiple directions, and creat-
another area that uses many common off-grid and makes it difficult to line ing seams on both walls thereby using more
elements. them up again (see Figures 2a and 2b). components in a single wall.

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W O R L D B U I L D I N G

Don’t Forget to a good idea to have some generic con- more. You might not need that custom
Accessorize cealment pieces handy. For example, if piece at all if you can find a clever
you’re working with a natural-looking workaround.
he next step in the system is to create rock wall system, there may be instances There’s nothing wrong with using a
T a handful of accessory pieces that where the walls are used at odd angles piece in a way it wasn’t intended. If you
can be used to break up the appearance and cause seams. Example concealment create the level simply by snapping
of tiling. A castle hallway created from pieces might be a rustic beam that can be together TETRIS unit shaped corridors,
modular wall sections can look entirely placed over the intersection, a large sliver the player is likely to reject the modular
unique with the placement of a few bust- of a stone slab, or perhaps some foliage. nature of the environment. It’s critical to
ed overhead beam meshes, a worn statue, the workflow’s success that users have
or loose stones from a collapsed wall. It Custom Pieces the ability to improvise and invent new
doesn’t take much to fool a player into uses for prefabs. Some environment
thinking two essentially identical corri- fter you’ve got a base set and styles are more flexible than others, but
dors are unique places; their differences A enough accessories to embellish the there are generally areas of flexibility for
just need to have enough visual impact to environment, the next step is to create any genre. A complicated sci-fi doorway
count. custom areas that the design calls for. may end up mirrored and used as a win-
A good technique to use when creating It’s important that this step come after dow. An altar may be duplicated and
accessories is to build them in a further the basics, as you’ll often need informa- used as an archaic column. The possibili-
modular fashion. If you’re planning to tion such as how the basic set will transi- ties for variation are greatly increased if
build three different detail statues for the tion into the custom pieces. If the piece your particular technology allows for
castle in the preceding example, you needs to fit very specifically, you or the non-uniform scaling of components.
could separate the statue meshes into a designer may consider blocking it in first Mix it up even more by using your
lower section, a torso, and a head. Mix and using that work as a template for the accessory elements in key construction
and match those parts, and with a little final geometry. roles. For instance, you might take a sin-
planning before diving in, your castle can You can take a bit more freedom from gle wooden beam mesh and build a shod-
be filled to the parapets with unique stat- the grid when constructing a made-to- dy doorway with it, or take a piece of
ue variants in every hallway. order section of geometry, but you ductwork and duplicate it in an array to
Prefabs can be very flexible if built in a should get back on the grid at the edges form a unique wall. Each set of geometry
way that frames rough level geometry. of the piece to ensure everything will fit presents an array of possibilities.
Use a shell system like the one show in together seamlessly. Also, when building Finally, if your engine allows for pro-
Figure 3 to give otherwise plain geometry a custom mesh, as with the accessories, jected textures or lighting, be sure to use
a more detailed profile. ask yourself if there’s an easy way to them in key spots to further break up
You can also create accessories divide it that would allow it to be used repetition of detail throughout the level.
expressly with the intent to conceal vari- more flexibly than just drag-and-drop.
ous kinds of level work. Your system For example, if you’re creating a detailed Consider the Benefits
might match up very well overall, but it’s starship control room that connects with
modular hallways, look for a way to ven if modular construction tech-
divide the room so an extra section could E niques don’t seem like something
be added to expand the area. Or perhaps your project could utilize, there are a few
the customized railing that spans the key benefits to consider before making
bridge could be broken into sections and that decision.
used elsewhere. First and most importantly, after-
thoughts are rampant and a fact of life in
Level Assembly game development. Working with pre-
fabs offers an unprecedented degree of
ow comes the payoff, designing the freedom to go back and edit an original
N level by snapping together the Lego- piece, while having every instance of that
like units. The particulars of this process piece automatically update throughout
will vary greatly from one project to the your entire world. Don’t like the texture
next, but there are still a few general tips on that monitor? Implement it for now,
that can help (see figures 4a-4c). and change it when you have the time. In
First, rough in a few ideas before start- many engines, an entire piece of geome-
FIGURE 3. Modular boundary systems can give ing construction. Take a blank slate and try could be replaced as long as the new
simple level geometry great detail while main- see what you can do with the pieces you one fits the function of the old piece rea-
taining flexibility. have before going back and requesting sonably well. Working with movable

34 november 2002 | g a m e d e v e l o p e r
FIGURE 4A-4C (LEFT TO RIGHT). A relatively small selection of instanced prefabs (left) can turn a basic level (center) into a far more complex
world (right).
chunks of geometry also allows for easy strong gameplay skills needn’t worry modularity for it. If you’re nervous, try
revisions on the designer’s end, without about creating the loads of details starting on a smaller scale of prefabs
having to go back and consult with required in high-end graphics. With a that will allow for more detail in a
artists. Are testers telling you they modular construction set they can focus smaller area.
need an alternative exit from that room? on laying out the game and not get Some designers find it incredibly sti-
That’s no problem in a modular bogged down trying to create what fling to work with geometry they didn’t
environment. should be considered art assets. create. This can be a common scenario,
Regardless of rendering power, memo- Finally, working with prefabs can help but as graphics continue to improve at a
ry will always be a concern. Working greatly if you plan on releasing a game- startling rate, those designers will eventu-
modular generally allows an engine to editing utility. Titles such as ally have to accept that level-editing tools
work with many instances of the same MORROWIND, NEVERWINTER NIGHTS, the are not going to be able to create the
object. A complicated wall piece can be WARCRAFT series, and countless past titles kind of detail we’ll be seeing in the next
duplicated many times with minimal that have used modular or tile-based few years of AAA titles. It’s really no dif-
memory impact after the initial place- techniques have made their editability a ferent from using textures created by
ment. Even the densest-detail environ- key selling point. Editability helps extend someone else. After getting accustomed
ment can get away with using only a a title’s shelf life and creates a stronger to it, it’s hard to ignore the benefits of
handful of meshes in memory. user community. being able to see one’s gameplay ideas
Another important consideration is realized quickly.
consistency, and with bigger teams it’s a Limitations and
bigger concern. By using a prefab set that Drawbacks Farther Down the Road
has been built with minimal cooks in the
kitchen, even a sprawling, robust level evelopers on some projects may see ooking farther into the future of
will maintain a style throughout. Such D the word “modular” and panic. L game environment creation, who
consistency is far more difficult to Initially, old-school, graph-paper- knows what we may encounter? Perhaps
achieve in an entire world built of unique designed Dungeons & Dragons levels modular techniques may lead to truly
geometry. come to mind. Ninety-degree hallway immersive procedural worlds. Some say
We all want to reach as many players corners and evenly spaced doorways that’s inevitable to some degree, and oth-
as possible with our games, and a modu- creep into their nightmares. ers aren’t happy about it and want to
lar system allows you to create very scal- The bottom line is that modular con- resist moving in that direction. Wherever
able levels of detail (LODs) for different struction is indeed more restrictive than we all end up, and regardless of the spe-
platform specifications. Developers can having a staff of dozens create an entire cific nature of your current project,
flag high-detail extra touches so they level as custom geometry and unique art- you’re using modular construction in
won’t draw on various video settings. If work. But for most teams, that kind of some fashion already. If your artists are
your technology allows or requires content creation workflow just isn’t feasi- creating tiling textures, if you have a
LODs, you’ll find a modular construc- ble. The key point is that having to fix standard step height, or if you have a
tion technique facilitates that very well. some obvious tiling along the way is still tile-based terrain system, you’re already
In addition, modularity allows team far easier than creating a game full of in the mentality of building in a modular
members to concentrate on doing what custom content. Based on your game and way; you merely need to extrude it into
they are best at. Level designers with its goals, you can decide the right level of the rest of the environment. q

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