During my junior year in college for computer animation, everything began to click. For my senior thesis I had to create a 2-minute animation short. But before anything could be modeled, textured or animated, I had to spend an entire semester during junior year in prepro. This is where I had to create a story, design characters, props, visual style and environments not in a 3d app, but on paper. I had to have a plan and know exactly what I wanted before Maya was ever opened. I would have to present the story and all the design ideas to faculty for feedback and criticism. This continued for an entire semester. No modeling, no lighting, no animation. Just preproduction for a 2-minute story. A full semester!
I believe that a proper plan; a strategy for a game environment or a level design is the foundation of a completed project. It is the blueprint that everything else can be built on. It is like a house foundation, if it's faulty eventually it will crumble. Game environment that is planned out has a better chance of seeing the light of day then a vague idea where you jump into the editor without figuring out all the details about the environment. 2b1af7f3a8