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Ultimate Game Design : Building game worlds

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

102<br />

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

TM: What would you say are the three greatest challenges in building tools that work seamlessly<br />

with <strong>game</strong> engines?<br />

NH: Challenge 1: Tools must be finished (or at least able to allow users to create production-quality<br />

work) relatively quickly in order for the development team to have enough time to create <strong>game</strong> content.<br />

But achieving this can only be done with very solid planning and teamwork from technology and design.<br />

Challenge 2: Maintaining a solid communication channel between the design and technology<br />

department is a must, and is where the process has a tendency to break down. This has to be an<br />

open collaboration, and both groups have to be willing to compromise and be very goal-oriented.<br />

Challenge 3: Team members must recognize when a tool or tool feature isn’t working or needs to<br />

be improved, and just as important they must be able to recognize when a feature is “good enough.”<br />

If tools continue to change too late into development, then there’s likely to be a crazy, unpleasant rush<br />

at the end once designers have their full toolset. On the other hand, if the tools are locked down too<br />

early and therefore end up being too limited, designers may not be able to create the <strong>game</strong> without<br />

great pain and difficulty.<br />

TM: Do these challenges differ greatly by platform (Xbox, PS2)?<br />

NH: I believe that these challenges are universal regardless of development platform.<br />

TM: In building a <strong>game</strong> as a technical lead or director, what do you expect from a <strong>game</strong> or level<br />

designer on a daily basis?<br />

NH: Any designer has to realize that <strong>game</strong> development is driven by design. The most dazzling<br />

<strong>game</strong> technology in the world can’t make a great <strong>game</strong> without a good design behind it. And because<br />

a bad or uncertain design can end up wasting many man-months (or in extreme cases, man-years)<br />

of programmer time working and reworking content, this responsibility absolutely needs to be taken<br />

seriously. No designer is perfect, and neither is any up-front <strong>game</strong> design—however, a designer at<br />

any level should always be striving to improve his or her planning skills, and must recognize as early as<br />

possible when a slight alteration to a <strong>game</strong>’s development path could end up making the <strong>game</strong> better<br />

or the team more efficient.<br />

TM: How do you debug tools during content development?<br />

NH: In the early days of tool development, the team needs to realize that creating ideal tools is a<br />

learning process, and that the first few efforts at using a tool to create production work are likely to<br />

only be partially successful. But once full <strong>game</strong> development is underway, the process of altering or<br />

debugging tools has to be done with great caution, and is more costly both because it must be done<br />

with more care and because mistakes can undo a larger quantity of usable work.<br />

TM: In building up <strong>game</strong>play, is it helpful to have designers tweaking behavior or performance<br />

scripts all day long?<br />

NH: When a scripting pipeline is set up efficiently, it can be a very powerful tool in the hands of a<br />

strong designer. Because scripting from a high level can control the quality, feel, and personality of<br />

a <strong>game</strong>, it absolutely makes sense to have some number of designers working on such scripts in a<br />

full-time capacity. The number of designers needed for this varies by the demands of the project.<br />

TM: Can you tell us about some of your goals in <strong>game</strong> technology development?<br />

NH: For me personally, great <strong>game</strong>s are more important than great technology. So in the end, my<br />

number one goal is to create the tools pipeline and competitive technology to facilitate the design<br />

team to make a truly great <strong>game</strong>, with broad appeal. Technology is a means to an end, and ideally<br />

will be used effectively within the scope of a finished <strong>game</strong>.

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