December 3, 2008 | The Geeks shall inherit the Earth | Log in

Painstaking Level Design Vs. “Click”

By Joe

In my online browsing, I find a lot of things. This I came across recently. And it’s absolutely amazing. This, this is what the future of level design might be.

Just imagine it. A drawing, a picture, a really awkward doodle drawn in a drunken state of magnificent creativity on a napkin, scanned in and easily ported into a level for whatever game you’re working on. It’d be like What Dreams May Come, but way cooler.

One Response to “Painstaking Level Design Vs. “Click””

  1. Dessa said:

    Hmmm… I can see this being used to easily convert backgrounds from movies into a game as backgrounds, with touch-up, but I saw a lot of problems with that. The train looked good, but the subsequent ones showed clearly that the program can only make models of exactly what it’s seeing. And especially on the two full scenes (the house and the street), you can see where it fails, since the closer you get and the more you rotate the camera, the more warped the texturing becomes.

    Now, if this were to have the ability to, say, take a 6-way drawing of a character (front, back, both sides, top, bottom), and merge all four drawings into a single model, which then could have a skeleton added and be weighted, that would be different.

    But right now I’m seeing it’s use for backgrounds only.

    And for those not aware, yes, I do have a BA in this kinda stuff.

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