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Ultimate Game Design : Building game worlds

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<strong>Building</strong> <strong>Game</strong> Worlds<br />

84<br />

U L T I M A T E G A M E D E S I G N<br />

4. Study how light color relates to emotion.<br />

5. Study photographic and stage lighting books. See Appendix A.<br />

6. Study with a master texture artist like Eni Oken or Rick Sanchez<br />

(www.oken3d.com).<br />

7. Finalize a texture’s intended use before its creation. Leave final texture<br />

positioning until all environmental details are locked down.<br />

8. Build as many effects as possible using sprite emitters rather than particle<br />

emitters (they are less processor-intensive!).<br />

9. If you will use particle effects in your <strong>game</strong>, and they are not part of your<br />

engine tool system, decide early on whether you will export data or create<br />

particle sequences attached to polygon planes.<br />

10. Use particle-based effects to highlight props or features only when truly<br />

necessary. Don’t diminish your effect by overusing it.<br />

11. Make sure your design document’s level or mission descriptions specify a<br />

clear plan for making the most of any intended audio effects. Don’t make<br />

audio a tacked-on detail. Experiment with ways to use audio more to drive<br />

players through your mission or level.

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