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Mechanics and variants

1Modeling, sculpting and shape manipulationOverview and example ↗Shape manipulation adds, removes or moves material to explore volume and expression under selected constraints.4

Mechanic variants

  • Adding grows volume around a brush.
  • Subtraction removes material from a shape.
  • Smoothing softens sharp local transitions.
  • Symmetry repeats edits across a plane.

Design example. A player sculpts a hollow mask by growing its shell and removing interior material. Prototype check: Test undoing a sequence of edits and preserving thin details when changing brush scale.

2Construction kits and mechanism assemblyOverview and example ↗Parts form a construction whose behavior emerges from joints, motion transmission and power sources.4

Mechanic variants

  • Hinges leave one permitted rotation axis.
  • Gears transmit rotation at a specified ratio.
  • Actuators apply force within a limited mode.
  • Loads test the assembled mechanism's usefulness.

Design example. A modular bridge rises through a geared motor, with opening speed determined by the ratio. Prototype check: Test closed connections and anchored parts so conflicting constraints cannot generate energy.

3Clothing, appearance and character designOverview and example ↗Appearance editors combine parameters, items and compatibility rules to express a chosen character identity.4

Mechanic variants

  • Parameters change shape without changing function.
  • Clothing layers interact with other layers.
  • Palettes preserve a consistent set of colors.
  • Presets restore a saved appearance.

Design example. A player creates an explorer's look by changing clothing silhouette and palette independently of combat stats. Prototype check: Test extreme body and clothing combinations, saved appearances and absence of hidden gameplay advantages.

4Filming, editing and performance creationOverview and example ↗Performance creation combines staging, recording and editing to control shot order, duration and the audience's attention.4

Mechanic variants

  • Staging positions actors and objects.
  • Cameras choose viewpoints on available events.
  • Editing joins recorded fragments over time.
  • Soundtracks change a scene's rhythm and meaning.

Design example. A player records a character crossing from two angles and edits it with an observer's reaction. Prototype check: Test source-recording preservation during edits and playback after scene objects have changed.

5Collaborative creation and user-generated contentOverview and example ↗Collaborative editors coordinate several authors' changes while user-generated content preserves authorship, dependencies and access conditions.4

Mechanic variants

  • Shared scenes reveal other authors' actions.
  • Permissions restrict editing in selected areas.
  • Versions restore earlier results.
  • Published packages include required dependencies.

Design example. One author builds a level, another configures events and a preview version captures their compatible result. Prototype check: Test simultaneous edit conflicts and removed dependencies so another author's work is not silently lost.

Sources and examples

Sources support particular techniques or methodology, not every family variant. Design examples and mechanic combinations are illustrative.

  • Godot: Physics introduction

    Documentation of physics bodies, collisions and materials. Software-model context, not evidence of real sport or vehicle accuracy.

  • Godot: Prototyping levels with CSG

    Documentation of combining and subtracting geometric shapes for prototypes; not a full sculpting or clothing-editor specification.

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