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The Importance of Virtual Environments in the Design of

Electronic Games and Their Relevance to Architecture


Ahmad Rafi Mohamed Eshaq, Peter Karboulonis

Keywords
CAD, game design, virtual reality, virtual environments, virtual prototyping,
Internet technologies, Architecture

Abstract It is suggested that valuable lessons could be


learned from the electronic games industry that has
Ever increasing complexity in architectural design pioneered, adopted, extensively utilised and in
and the need to deliver a cost effective solution some cases discarded such technologies in their
requires the employment and adoption of innova- design and development process in an effort to
tive design methods. Although technological deliver robust, well designed and compelling prod-
changes have entered the field of architecture at a ucts. This paper studies the electronic games de-
slower pace, the recent adoption of 3D modelling, sign process and draws parallels between architec-
Virtual Environment and multimedia represent sig- ture and proven games design practices that are
nificant changes in architectural design, visualisa- likely to be of benefit to architects. The value of
tion and presentation. These now include tools for real-time visualisation and design tools in particu-
conceptualisation, design synthesis, design presen- lar Virtual Reality interfaces should be used and
tation, desktop publishing, animation, Internet and given access to CAD model information and data
hypermedia authoring. Uddin argues that the ma- are also discussed. Adoption and appliance of such
jor activities involved in the creative and dynamic integrated technologies over the Internet and
process of architectural design deal with emerging software and hardware technologies are
conceptualisation, visualisation and expression of outlined. Finally case studies from the architecture
alternative ideas through two-dimensional and and construction industries, where such practices
three-dimensional model. [1] This paper highlights have been adopted, are also considered and the
the need for the employment of emerging compu- benefits are put forward to support the argument.
ter based real-time interactive technologies that are
expected to enhance the design process through
better decision-making, higher quality communi- Introduction
cation and collaboration, error reduction, spatial
awareness, interactive design and real-time visu- Game design and development now encompasses
alisation. the fields of real-time computer graphics, proto-

181
typing, visualisation and art, and it has entered new The games design development
fields such as immersion, applied artificial intelli- process
gence and physically based modelling. In contrast,
architects have only recently begun experimenting Creating a successful game is challenging and in-
with digital media that reach beyond the purpose volves expert skills from the fields of science and
of presentation. art. The nature of the game development process
The architectural design process can be divided requires strong but flexible project management
into the following phases: schematic design, and involves a continuous need for visualisation in
design development, presentation and evalua- the making of decisions that usually lead to rede-
tion, detailed development and documents sign, compromises and trade-offs during and prior
production, bidding and finally administrating to development. Game design can be broken down
construction. Although new technologies offer into four phases, pre-planning, detailed planning,
better and more diverse levels of situational project implementation and post-project review.
awareness and increased support for meaningful
discussions that assist decision-making, they have Pre-Planning
not yet been capitalised by the architectural In pre-planning, the most effective way to come
industry. The full potential of computing in up with initial ideas for a game is by assembling a
architectural design will only be realised through number of experienced game designers who have
the creation of a new model of the design new ideas for characters, story-lines, animation
process that is appropriate to the new design sequences, original interface concepts, effective use
medium. [2] of new technologies and are aware of market re-
lated issues. In design terms game levels may take
unrealistically long times to build, may be complex
Development methods in or the sense of scale may be missing. Prototyping
games design and visualisation tools at this stage is a key to get a
feel of the product’s looks and to quickly visualise
In games design and development efforts for re- ideas inside real-time virtual environments (e.g.
ducing and containing escalating development Multigen Paradigm and Nemo).
costs and slipping deadlines are increasingly tack-
led through prototyping, good software analysis Detailed Planning
and design, the introduction of quality controls and In a complex project tasks are identified, catego-
through effective project management. Such meth- rised and broken down by a core team that should
ods include Design Patterns [3], the Dynamic Sys- include the project manager, a senior programmer,
tems Development Method (DSDM) [4] and ob- a senior artist and the game designers. The proc-
ject-oriented project management [5] used in con- ess of producing an analytical design and require-
junction with Unified Modelling Language (UML) ments document [6] that had the input of all team
to guide all project team members through the members normally identifies hidden problems, their
entire project life-cycle. cause and effect, allow for stating and evaluating
alternatives and finally for making decisions.

182 4. Simulation, Visualisation and Interaction


Project Implementation ages such as 3D Studio are unable to perform such
Assuming that the project plan has been approved tasks in real time). Custom written real-time visu-
putting it into operation means that the project alisation tools allowed the designers (including non-
hierarchy will now have to ensure that the end re- technical team members) to quickly visualise spa-
sults remain feasible and quality remains high. This tial relationships, flight paths, discuss mission de-
is a highly dynamic phase as changes are expected sign and concentrate on content. The ability of non-
due to shifts in the marketplace and rapid intro- technical staff being able to provide hands-on in-
duction of new unproven ‘must have’ technolo- put in the design generated an array of new ideas
gies. As changes even in the best of plans are una- that spurred creativity.
voidable the project team should have a contin-
gency plan in place. Powerful real-time visualisa-
tion tools and design aids are vital during this proc- Architecture and the
ess to quickly find solutions to ever emerging prob- electronic games industries
lems as well as to quickly model and communicate
alternative designs. Emerging and affordable computer based real-time
interactive technologies are expected to enhance
Project Close-Down the design process through better decision-mak-
On completion a report outlining what the project ing, improved communication and collaboration,
has achieved is put together by an unbiased person error reduction, spatial awareness, interactive de-
or team. It comments with regard to project man- sign and real-time visualisation. [7] The electronic
agement, timeframes, availability of resources, co- games industry has pioneered, developed, adopted,
ordination with regard to other projects, teamwork, extensively utilised and in some cases discarded
effectiveness of procedures, etc. The purpose of such real-time technologies in their design and devel-
a review is to learn by experience and to find out opment process in an effort to deliver robust, well
how has the team dealt with unforeseen problems, designed and compelling products to their customer
what was the outcome good or bad, record any in- base. Uddin argues that the major activities in-
novations and to finally provide a set of recommen- volved in the creative and dynamic process of ar-
dations that may be useful in future projects. chitectural design deal with conceptualisation,
visualisation and expression of alternate ideas
SANDWARRIORS: A CASE STUDY through 2D and 3D models. [8] VR allows archi-
In Sandwarriors, (a flight based game developed tects to develop richer content, increase their spa-
by Astros Productions Ltd.) the environment is lit- tial awareness, appreciate scale and proportion and
tered with populated cityscapes, tunnels and un- set a mood in their designs. Affordable VR soft-
derground complexes where the player and com- ware tools now allow architects to share
puter units can fly or walk-through. Modelling such photorelistic 3D models over the Internet. These
large areas posed a number of problems as each include Autodesk’s VIZ and Lightscape, the
landscape numbered almost 300,000 polygons Unrealty Engine, Navisworks and Architect III from
that needed to be processed in real-time to speed Geometric Computing. Costs for a PC based hard-
up conceptualisation and later to assist with the ware/software design and visualisation solution
design synthesis process. Virtual prototyping and excluding CAD software (i.e. AutoCAD) range be-
real-time visualisation were thought to provide the tween $2,500 to $10,000 depending on the hard-
answer (since general purposes 3D modelling pack- ware and software purchased.

The Importance of Virtual Environments in the Design of Electronic Games… 183


A number of factors in games design that can goal, very much like a building. A building is de-
contribute significantly in architectural design de- signed by an architect to serve a purpose as well as
velopments have been identified as follows: the needs of its occupants. Storytelling for archi-
tectural design should be simplified in the sense
Planning that the participants understand the designer’s
The process of producing games requires careful motives as they have been expressed in the real
planning. Initial ideas evolve during brainstorming world.
sessions and rely on original ideas, best technol-
ogy and visualisation and prototyping tools. Optimising Digital Space
In the past designing and developing highly com-
Layout Design plex real time visualisation software tools in-house
Layout design is concerned with the way that ar- within the electronic games industry was common.
eas are constructed offering natural and well de- However tools of this kind now exist and more in-
fined breaks in levels, controlling access to certain terestingly both games designers and increasingly
areas and for adding functionality to spaces. Thus architects use them for design and visualisation
spaces are designed to accommodate the story line purposes.
and events that are to take place within them to
enhance game play.
Conclusion
Navigation Control
Environmental feel is important for achieving a high As architectural design becomes more complex and
degree of realism and immersion. These may in- dynamic a new form of storytelling is required de-
clude atmospheric lighting, effective use of mate- livering a new level of interactivity and a more
rials and textures, and fake facades viewed through democratic relationship between storyteller and au-
windows to give viewers the feel that they are in- dience. Architects should draw from the games in-
volved in something bigger. Facades may depict dustry to add value to their design process as a
high quality visual scenes or well known landmarks first step to taking architectural design to its next
to enhance and better place the virtual environ- stage of evolution. Real-time visualisation and de-
ment they depict. Flow is also important and while sign tools can offer added value in the prototyping
visual impact is crucial the designer should be aware and design stages as well as for re-examining origi-
of not cluttering or overwhelming the viewer with nal concepts and for creating and visualising vi-
a great number of visual queues especially when able alternatives during product development. The
first introducing him or her to a new environment ability to assign relevant content at specific design
(level of continuity). stages makes VR an effective tool that stimulates
creativity and reduces the abstraction between the
Storytelling virtual and real world. However tools of any kind
One of the most interesting features that can be should be seen as a mean rather than an end. De-
adopted from games is telling stories in an interac- signers should not take implicitly past assumptions
tive environment. A game is made out of many where information, rather than the creative use of
single levels and every level contributes to an overall information, was the scarce resource.

184 4. Simulation, Visualisation and Interaction


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Ahmad Rafi Mohamed Eshaq, Peter Karboulonis


Multimedia University Selangor, Malaysia
ahmadrafi.eshaq@mmu.edu.my

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