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Ultimate Game Design : Building game worlds

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

100<br />

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

lost, and local rotation axes on joints (joint position information for motion) are ruined.<br />

This adds up to a frustrating situation for the team as a whole.<br />

Similarly, once actors can be loaded reliably into the <strong>game</strong> scene, if there is no<br />

powerful camera-tuning system, you cannot make <strong>game</strong>-dependent edits to camera<br />

moves. You need to be able to edit and refine camera moves by some pathway in the<br />

<strong>game</strong> engine in order to build up the kind of <strong>game</strong>play your team has as a goal.<br />

This “challenge point” in <strong>game</strong> development highlights again the importance of<br />

powerful tool development. It is an area virtually every developer struggles with—<br />

large or small.<br />

Planning and considering carefully your tool development choices is absolutely<br />

critical in building exciting and competitive <strong>game</strong>s for today’s gaming market. Although<br />

the scope and complexity of <strong>game</strong> titles continue to ascend, the amount of<br />

time to delivery and budget support have leveled off or even diminished in many<br />

cases. As a result, developers need construction tools of incredible power and diversity.<br />

You can already see that this idea is becoming a development reality, as many<br />

<strong>game</strong> developers now specialize in a certain <strong>game</strong> genre (sports, RPGs, RTS,<br />

first-person, and so forth). It’s becoming quite difficult to jump genre because of the<br />

unique development requirements (technology support down to tool specifics) for<br />

each genre.<br />

INTERVIEW WITH NATHAN HUNT<br />

Nathan Hunt is a lead engine programmer at The Collective, developers of highly acclaimed titles like<br />

Buffy the Vampire Slayer and Indiana Jones and the Emperor’s Tomb for Xbox. His past <strong>game</strong> credits<br />

include Virtual Pool 2 and Virtual Pool 3, among others. Currently, he is hard at work building <strong>game</strong><br />

technology for next-generation <strong>game</strong> consoles. He earned a B.S. in computer science from UCLA.<br />

TM: Hello Nathan! Can you briefly describe your role as lead engine programmer?<br />

NH: My role is to co-supervise and manage a multiplatform, multi<strong>game</strong> <strong>game</strong> tools and technology<br />

code base and help oversee a department of more than 20 engineers. This involves technical design,<br />

coding and maintenance of many core technology systems, and, from a management capacity, helping<br />

to ensure that our <strong>game</strong>s are shipped in a reasonable time frame and with a competitive feature set.<br />

TM: Full-time “<strong>game</strong> design” oriented positions are relatively new in the industry. In terms of<br />

workflow, how can designers best collaborate with programmers and technical leads?<br />

NH: One of the key ingredients to creating a successful <strong>game</strong> is effective communication between<br />

the <strong>game</strong> designers and programmers. The most important factor to achieving this is for the design<br />

department to make sure they have a decisive, unchanging vision for the <strong>game</strong> in its entirety. Another<br />

key element is that designers must be able to provide low-level, functionality-driven documentation to<br />

the programming staff upon demand—documentation that is vague or subject to interpretation is very<br />

likely to be either implemented wrong the first time or be road-blocked before implementation can<br />

even begin due to lack of information. Finally, a designer has to be willing to compromise. A designer<br />

may be “perfect” when implemented to a spec, but when the technology development time could be<br />

halved while losing only 10 percent of the coolness factor, this is often a trade worth making.

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