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Author Power, John ♦ Rubino, Christian
Source ACM Digital Library
Content type Text
Publisher Association for Computing Machinery (ACM)
File Format PDF
Language English
Subject Keyword Game-level design and production ♦ Planning strategies ♦ Data optimization methods ♦ Occlusion systems
Abstract This article aims to provide guidelines for artists during the planning stages of game-level design and production that will anticipate an optimal balancing point between rich graphical content and sufficiently fast frame rates. To achieve this end, a detailed examination will be undertaken on data optimization methods, occlusion systems, and planning strategies with the intention of streamlining game production and level design to give the result of expertly optimized game levels. The means to achieving this aim are • to define what factors affect frame rates: terrain, binary space partitioning (bsp), static mesh, decorators, and particle emitters; and • to discuss potential occlusion solutions and test them: zone fog, anti portals, and zone portals; and • to combine the results into a guide. Using occlusion systems in the right way almost always results in faster frame rates and smoother playability, and therefore in an opportunity to supply more or at least maximize the graphical in-game content.
Description Affiliation: RMIT University, Melbourne, Australia (Rubino, Christian; Power, John)
Age Range 18 to 22 years ♦ above 22 year
Educational Use Research
Education Level UG and PG
Learning Resource Type Article
Publisher Date 2008-03-01
Publisher Place New York
Journal Computers in Entertainment (CIE) (CIE)
Volume Number 6
Issue Number 4
Page Count 36
Starting Page 1
Ending Page 36


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Source: ACM Digital Library