Creation
and use of placeholders, whether levels, 3d models, sprites or
sounds, has a number of advantages when developing computer games. In
this article I discuss some aspects of the use of placeholders in
games.
Decouple
programming and art schedules
Placeholders
are an excellent way to support code development without waiting on
asset completion. Using placeholder graphics decouples programming
and art schedules, allowing them to progress independently of each
other. By using quick and effective placeholders, the coders can get
to work on what's important without being held back waiting on final
assets to be finished. The coders can then put in revised assets when
they become available – just make sure you don’t leave any
placeholders behind. An industry professional once told me how they
“borrowed” some models from a very similar game to the one they
were making at the time and accidentally shipped the demo with the
hijacked assets!
Speed
of build turnaround – Proof of concept
High
poly models or detailed assets can take a long time to create and
when you're trying to prove the feasibility of a project you're often
more interested in the technical side. When trying to decide if what
you might attempt is technically feasible in your environment and
time constraints, you may find that when building a proof of concept
you just want some quick assets to put in so that you can continue to
focus on building up the code. In terms of pre-production,
placeholder art can be very important just to get a working build. I
was recently at the Microsoft X48 competition, where we coded a game
in 7 and a half hours. When developing, our artist mercilessly took
Google images and made graphics by tweaking them in Photoshop. Our
focus here was not to make a pretty game, but to get a working build
as fast as possible.

Figure 1. Dodge The Big Foot - Google Images tweaked mercilessly
Identify
the tolerances
Placeholders
also are a great way to carry out tolerance testing when trying to
work out how high poly you can make scenes for example. It would
waste a lot of time for the artists to not know how detailed to make
their 3d models and what limitations there are on the type of
material properties they can use. By using placeholders that simulate
the sort of poly counts and shaders that you want to support you can
figure out the tolerances of your game engine, what you need to
optimise and what the artists need to be limited to.
Issues
with placeholders
While
placeholders mean that you can get the basic look and feel of your
target environment without the full development time, they can also
work to your detriment. It can be demotivating to see your project
littered with ugly placeholders. Most games go the extra mile in
creating the fun factor by rewarding visuals and involving graphical
finesse. Likewise placeholders can create issues for the team, the
designers may not know how the physics of a vehicle may work when the
vehicle has not yet gone beyond being implemented as a placeholder,
which of course must be understood for a more balanced and smoother
level.
Some
examples in the context of level design
When
Half Life 2 was being developed, the developers took a new approach.
Separating art from design in the level creation, the designers would
flesh out the gameplay before the team of artists made the levels
look pretty. The initial stage in level production was to create an
“orange map”, where the entire level's textures were orange. The
result of this meant that the team could test and perfect gameplay,
script in any necessary elements and let the programmers work on what
would become finalised levels without waiting for the art pipeline to
be completed (or indeed necessitate the start of art development.)
The result was a much more rapid and smoother development process, as
designers involved in play-testing, tweaking and working out where
those big, beasty enemies should jump out can do their work equally
well in either a Sunny-D environment or a fancy multitextured and
materialed environment.

Figure 2. An "Orange Map" from Half Life 2
In the
context of level design for example, I discussed this with a friend
who is a level designer using UE3.
He stated that he believes using placeholders cuts development time
in half. “With level
design (my choice examples, as it is my area of knowledge)
placeholders are easier to throw around. Gameplay isn't fun? Put a
block there to cut the view distance as opposed to putting a table
there and finding out later that it is ineffective. If
designers are too busy worrying about "But a table doesn't make
sense" then the actual fun will never be developed.”
So
who makes it?
Depending
on your development environment (and in the case of studios), you may
have either the programmer developing the placeholders or the 3D
artist. I know a few triple A studios where they won't even let their
programmers have 3ds max installed in case they start making
placeholder graphics, leaving this task to be done by the 3d artists.
However,
depending on your environment this may not be feasible or desirable.
Depending on the organisation, it may be the 3d artists or the
programmer who creates the placeholder, this is more of a managerial
decision and each has its pros and cons.
I hope
this article has been an interesting read, as usual comments and
criticism are appreciated. If you can suggest any improvements I can
make, I'll be happy to change the article.
References and Further Reading
Keighley, G. (2004). The
Final Hours of Half-Life 2. Available:
http://uk.gamespot.com/features/6112889/index.html. Last accessed 28
March 2010.
Posted
Sun, Mar 28 2010 1:44 PM
by
Barnaby Smith