284 17.PlaceholdersbeyondStaticArtReplacement
■ Provide an accurate estimate of the look and behavior of the final asset. This
one is a bit tricky and can be considered a bit more loosely. The idea of “ac-
curate estimate” in terms of look and behavior differs a lot from one project
to another. Using a cylinder with a sphere sitting on top of it might be
enough to picture a character in a real-time strategy game. To express the be-
havior of the final resource, a simple arrow can be added to indicate in which
direction the unit is facing. However, in a platformer or an adventure game,
the placeholder character might need to be a bit more detailed. If the anima-
tions are already available, that character could even be articulated and ani-
mated. The amount of work that needs to be done to correctly represent the
look and behavior of the final asset amounts to the quantity of details re-
quired to understand the placeholder.
■ Can be created or generated rapidly with no particular skill required. By
definition, placeholders are temporary and do not involve detailed work at
all. If creating them becomes a time burden or requires fine tuning, the whole
point of building a placeholder gets somewhat lost. Moreover, if special
skills are required to create the placeholder, such as artistic or programming
skills, the idea of reducing coupling by creating them also gets lost in the
process, since someone depends on the expertise and schedule of someone
else to have the placeholder created. Ideally, everyone on a development
team should be able to create a placeholder within a matter of minutes.
■ Facilitate communication between team members. While a placeholder will
never replace a design document or a good old explanation, it does not nec-
essarily mean it cannot help on the communication side of things. Placehold-
ers have a shape or a surface through which information can be conveyed.
What information to convey and how to do it should be one of the primary
questions when building a placeholder system.
■ Integrate easily in the already existing resource pipeline. One of the im-
portant aspects of a placeholder system is for it to have a small footprint on
production time. This applies to the creation of the placeholder itself but also
to the creation of the system. If integrating placeholders into your 3D pipe-
line requires three months of refactoring, you might want to rethink your
original placeholder idea (or rethink the flexibility of your resource pipeline,
but that’s another discussion).
■ Scalable and flexible enough to work on multiple platforms. Placeholders are
a bit like code. If they’re done correctly, they should be able to scale and
adapt to any kind of platform. This is especially true now, since game studios
have become more and more likely to build games on multiple platforms at
the same time. Some studios have even started working on game engines that