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  • Ultimate Game Design : Building game worlds

    • Cover

  • Contents

  • ACKNOWLEDGMENTS,

  • INTRODUCTION,

  • 1 Previsualization

    • Introducing the Previsualization Process,

    • Step-by-Step Previsualization,

      • Utilizing Environmental References and Sketches,

      • Architecture for Game Levels,

      • Basic Environmental Design,

    • Function,

      • Room Flow,

      • Interior to Exterior,

      • Reinforcing Mood,

    • Paper-Based Level Blocking,

      • Quick Topographic Maps,

    • Case Study Comments on Previsualization,

    • Mega Tips,

  • 2 Level Planning and Building

    • Planning Your Level Work,

      • Prefabricated Geometry and Modularity,

      • Scale and Grid Sizing Considerations,

      • Avoiding Common Level Mistakes,

    • Level Stubbing Walk-Through,

      • Step One: Working from Your Topographic Sketches,

      • Step Two: Create Contour Lines,

      • Step Three: Build a Mesh from Your Contour Lines,

      • Step Four: Utilize File Referencing to Build Up and Populate Your Level,

      • Step Five: Start Checking Layout Details,

    • Game Prototyping,

    • Post Level Stubbing Considerations,

      • Adapting Architecture and Terrain to Games,

      • Checking Character Flow Throughout a Level,

      • Jump Heights, Hazards, and Scale,

      • Keeping the Big Game Picture in View,

      • The Early Evolution of Levels,

      • The Importance of Early Feedback,

      • Are Your Level Goals Enhancing Your Game Vision?,

    • Case Study Comments on Level Execution,

    • Mega Tips,

  • 3 Lighting, Texturing, Particles, Effects, and Audio

    • Lighting,

      • Position,

      • Light Color,

      • Basic Lighting Types,

      • Lighting Strengths or Multipliers,

      • Lighting Falloff,

      • Three Sample Lighting Setups,

    • Animating Lights,

    • Texturing,

      • Using Textures Well,

    • Particles,

      • Using Particle Emitters,

      • Exporting Particles and Dynamics Information,

    • Effects,

    • Audio,

      • Pushing Game Audio Further,

    • Design Tools Shift,

    • Case Study Comments on Cornerstone Elements,

      • The Moonlight Forest Example,

    • Mega Tips,

  • 4 Actors, Props, Items, and Camera Details

    • Placing Actors,

      • Hero Actors,

      • Enemy Actors,

      • NPC Actors,

      • Boss Actors,

    • Types of Props and Their Use,

      • Using Props,

      • Placing Props,

    • Types of Items/Power-Ups and Placement,

    • Camera Considerations,

      • Interface Detailing,

      • Floating Cameras,

      • Fixed Cameras,

      • Special-Case Cameras,

      • Common Camera Problems,

    • Case Study Comments on Actor Loading and Camera Tuning,

    • Mega Tips,

  • 5 Design by Genre

    • Sports Games,

    • Fighting Games,

    • Puzzle Games,

    • Real-time Strategy Games,

    • Role-Playing Games,

    • First- or Third-Person Action Games,

    • Simulations,

    • Creating Cinematics,

    • Developing Backstory,

    • Creating Dialog,

    • Summary of Designer's Work Tools,

    • Case Study Comments on Design Flux,

    • Mega Tips,

  • 6 Scripting Action Events

    • Scripting Technology Choices,

      • JavaScript Sample,

      • Visual Basic Sample,

      • Python Sample,

      • Perl Sample,

    • Applied Scripting Examples,

      • NPC Conversation Templates,

      • Shooter Flying Patterns,

    • Using Triggers,

      • Fearthis,

      • Line of Sight,

      • Crowd,

      • Weather Effects,

      • Counter,

      • Material,

      • Audio,

      • Message,

      • Light,

    • Building Behaviors,

      • Creature Creator,

    • Engine Solutions and the Unreal Engine,

    • Script/Editing System Considerations,

    • Case Study Comments on Scripting a Baseball Game,

      • General,

      • Pitching,

      • Fielding,

      • Hitting,

      • Catching,

    • Mega Tips,

  • 7 Quality Assurance and Play-Test Feedback

    • Quality Assurance,

      • QA Setups,

      • Bug Tracking,

      • Technical Support,

      • Testing MMOGs,

      • A Three-Stage Completion Process,

      • Writing a Test Plan,

    • Play-Test Feedback,

      • Managing Feedback,

      • Listening to Feedback,

      • Impact of Play-Test Feedback on Daily Design Tasks,

    • Case Study Comments on the Impact of QA,

    • Mega Tips,

  • 8 Design Considerations for Massively Multiplayer Online Games

    • MMOG Production Challenges,

      • Defining Titles,

      • How Is the MMOG Player Different from the Console Player?,

      • Saturation Concerns for the MMOG,

      • Pure Production Risks for the MMOG,

      • Cost and Support Considerations for the MMOG,

    • MMOG Construction Factors and Solutions,

      • General MMOG Structures,

    • MMOG Design Factors,

      • Latency,

      • Modularity,

      • Monitoring,

      • Tools Support,

      • Special Events,

      • Pace and Balance,

      • Player Dropout/Lost Connections,

      • MMOG Play Mechanics,

    • MMOGs and Design Orientation,

      • MMOG Genre Growth,

      • NPCs and Familiars,

      • Isolating MMOG Strengths,

      • MMOG Player Categories,

      • Deep Social Factors,

      • Current Challenges,

    • Sports Fans or Groups and MMOGs,

      • MMOG Opportunities,

    • Case Study Comments on Challenges for UBO,

    • Mega Tips,

  • 9 Cell Phones and Wireless Gaming

    • The Impending Boom,

      • Global Competition,

      • Development Considerations,

    • Design Issues for Cell Phones,

      • Multiplay Cell Phone Gaming,

      • Wireless Toy Networks,

      • Building the Cell Phone Gaming Market,

      • Opportunities in Wireless,

    • Case Study Comments on Development Factors in the Infancy of Wireless,

    • Mega Tips,

  • 10 Getting Started in Game Development

    • Why Diversify?,

      • Role Definition for Game Designers,

    • Growth Areas and New Opportunities,

      • Microsoft, Mattel, Intel, and LeapFrog,

      • Challenges for PC Toys,

    • Advergames,

      • Interesting Trends for the Near Future,

    • Web Game Entertainment with Physical Counterparts,

      • Toys and Card Games Go Online,

      • The Importance of New Opportunities for Developers,

    • Anecdotes from the Game Development Frontlines,

      • Think Fish,

      • Sacking Sanka,

    • Case Study Comments on Final Thoughts for Designers,

      • Creating Your Perspective and Maintaining Your Passion,

    • Mega Tips,

  • 11 Game Development Career Choices

    • Programming,

      • Game Programming as a Career Choice,

    • Art,

      • Game Artist as a Career Choice,

    • Design,

      • Game Designer as a Career Choice,

    • Production,

      • Production as a Career Choice,

    • Audio,

      • Audio Composer and Engineer as a Career Choice,

    • Quality Assurance,

      • QA as a Career Choice,

    • Opening an Independent Game Studio ,

      • Joining a Game Developer,

      • Industry Economics,

    • Game Development Studio Breakdown,

      • Executive Department,

      • Product Development Department,

      • Creative Department,

      • Programming or Technical Department,

      • Marketing Department,

      • Breakdown Conclusions,

    • Case Study Comments on the Testing Doorway,

    • Mega Tips,

  • A Reference Information

    • Education,

    • Events,

    • Industry Magazine,

    • Industry-Related Sites,

    • Organizations,

    • Breaking In!,

    • Agents and Recruiters,

    • Job Sites,

    • Design Document Reference,

    • TV Programming,

    • COPPA Guidelines,

    • Self-Publishing,

    • Outsourced Testing Services,

    • Game Industry Market Research and Reports,

    • Recommended Sites,

    • Recommended Reading,

    • Recommended Topics for Further Research and Reference,

  • B Tools Discussed

    • 3-D Modeling Packages,

    • Art Tools,

    • Level Editing,

    • Middleware,

    • Production Tools,

    • Sound Editing Tools,

    • 3-D Construction for the Web,

    • Scripting Languages,

    • Game Dynamics Libraries,

    • Motion Tracking,

    • Programming Language for Console/PC,

    • MMOG Box Solutions,

    • Wireless Development,

    • Introducing Children to Game Design,

  • C Career Guideline Worksheet

    • If You Want to Explore Production,

    • If You Want to Explore Game Art Construction,

    • If You Want to Explore Game Programming,

    • If You Want to Explore Quality Assurance,

    • If You Want to Explore Game Audio,

    • If You Want to Explore Business Relations or Marketing,

  • D Quick Topic Summary for Designers

    • Reference Material,

    • Design Document Writing,

    • Quick Modeling,

    • Layout and Staging,

    • Scripting,

    • Mapping or Level Building,

    • Audio,

    • Testing,

    • Support Software,

    • Team Focus,

  • E Gallery

    • UBO Game Interface,

      • Player Creation Screen,

      • Early Game Setup Screen,

      • Game Details,

      • Position Selection and Batting Order,

    • Basic Character Construction,

      • The Motion Capture Process,

    • Baseball Stadiums,

    • Game Action,

  • Index

  • Team DDU

Nội dung

[...]... 95 96 97 Special-Case Cameras, 97 Common Camera Problems, 98 Case Study Comments on Actor Loading and Camera Tuning, Mega Tips, Design by Genre 107 109 Fighting Games, Puzzle Games, 112 114 Real-time Strategy Games, Role-Playing Games, 116 120 First- or Third-Person Action Games, Simulations, 121 123 Creating Cinematics, 125 Developing Backstory, Creating Dialog, 125 126 Summary of Designer’s Work... approaches to game design specifics Much has been written about game design theory, but far less has been written about what might be called applied game design Make no mistake: I still believe that game design theory is important I think it can be safely assumed that theory tends to inform and inspire application I simply wanted to try to move much closer to a discussion about applied game design for... architecture and environmental design (A level is a self-contained section of the game experience with its own beginning and end Most games feature many levels that must be completed in order to finish the game as a whole.) Doing concept work on paper and building topographic reference maps Making simple asset breakdowns from your design S TEP-BY-STEP PREVISUALIZATION Since most game development cycles rarely... thoughts toward supporting gameplay In the end, the environment that you’re building will be built to host gameplay 1 Building an environment to host gameplay is quite different from building an environment for visual impact alone You want both—an environment that hosts gameplay well and is visually striking The primary idea here is that for your levels (first- or third-person games), arenas (death match... CA International Game Developers Association, UC Irvine extension, and Art Institute-LA Introduction book was written for anyone interested in learning about applied game design It is skewed somewhat toward new game developers, but it has plenty to say about the design process itself that should be useful to game developers at all levels of familiarity with the process of building games The material... game makers often depends on repeatable results in game design quality THIS xix xix Building Game Worlds xx U L T I M A T E G A M E D E S I G N There are many reasons why the development of great gameplay frequently faces many obstacles—as we’ll soon discuss In order to succeed, game developers need to be able to build up fun and addictive play into their games quicker and more surely than ever before... applied game design It’s time to move away from having to learn an entirely new design tool every 20 minutes I know that if you use the material assembled here as a starting point, you’ll soon find many ways to quickly build or reinforce your understanding of the many forces that help to shape game design CHAPTER 1 Previsualization 1 game design process begins by synthesizing and harmonizing various gameplay... how to build and evolve the right kind of environment in the right ways for your game 1 Room Flow Room flow is important because it gives shape to your game play function ideas Many current games depend on room-to-room interiors as environments for play For example, first- and third-person shooters are routinely set within building interior components At the high concept level, rooms must connect in... Fish, 250 250 251 Sacking Sanka, 252 Case Study Comments on Final Thoughts for Designers, 253 Creating Your Perspective and Maintaining Your Passion, Mega Tips, 11 264 Game Development Career Choices Programming, 265 266 Game Programming as a Career Choice, Art, 267 268 Game Artist as a Career Choice, Design, 269 270 Game Designer as a Career Choice, Production, 271 271 Production as a Career Choice,... 298 Production Tools, 298 Sound Editing Tools, 299 3-D Construction for the Web, Scripting Languages, 292 300 299 xv Building Game Worlds xvi U L T I M A T E G A M E Game Dynamics Libraries, Motion Tracking, D E S I G N 300 300 Programming Language for Console/PC, MMOG Box Solutions, 301 Wireless Development, 300 301 Introducing Children to Game Design, C 301 Career Guideline Worksheet If You Want . 328 Baseball Stadiums, 330 Game Action, 332 Index 335 Blow the Lid Off! / Ultimate Game Design / Meigs / 22289 9-7 / ULTIMATE GAME DESIGN xvi Building Game Worlds P:10CompBlowLid89 9-7 fm.vp Monday,. 99 Mega Tips, 105 5 Design by Genre 107 Sports Games, 109 Fighting Games, 112 Puzzle Games, 114 Real-time Strategy Games, 116 Role-Playing Games, 120 First- or Third-Person Action Games, 121 Simulations,. profile Composite Default screen Blow the Lid Off! / Ultimate Game Design / Meigs / 22289 9-7 / ULTIMATE GAME DESIGN xiv Building Game Worlds Building the Cell Phone Gaming Market, 228 Opportunities

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