The game market is growing rapidly with the increase in the number of people who enjoy computer games throughout the world. Diverse elements including graphics, sounds, environmental design, architecture, characters, and object design are incorporated...
The game market is growing rapidly with the increase in the number of people who enjoy computer games throughout the world. Diverse elements including graphics, sounds, environmental design, architecture, characters, and object design are incorporated in games. Especially, since 3-D games started to become popular, the virtual spatial reality, which is the background of a game, has become one of the most important elements in a game.
Now, the virtual space experienced by game users has become more than a means of overcoming the spatial limitations of the real world, playing an important role in the fields of architectural design and environmental design. However, due to the fact that there is no integrated tool for designing backgrounds to games, multiple steps of data transformation are required. Thus, visual errors in models that were designed under the environment in which modelers and renderers worked separately are numerous. As a result, it has become more difficult to produce the world conceived by the game designer in such an environment. This study proposes an effective alternative way to measure and correct errors in the process of transforming models to run the Gradient Map in Unreal Engine, a leading game level editor.