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Ultimate Game Design : Building game worlds

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C H A P T E R 4<br />

My secondary goal is to be able to implement a <strong>game</strong> based upon a well-laid-out initial plan, and<br />

complete it on time, on budget, and to the full satisfaction of the development team. Creating <strong>game</strong>s<br />

is a business, and while <strong>game</strong> quality is extremely important, so is the bottom line!<br />

TM: What would you say are the main “categories” of scripts (camera scripts, prop behaviors,<br />

enemy behaviors) a designer works with today?<br />

NH: This definitely varies widely by <strong>game</strong>. However, I imagine that the most commonly used<br />

form of designer-based scripting is to define character behavior. This can range from animation<br />

sequencing to high-level character AI thought processes. To a certain degree, event triggering and<br />

object interactions can also be thought of as a form of scripting, even if they are set up in a visual tool<br />

such as Maya as opposed to being defined by a scripting language, and this is how a huge percentage<br />

of <strong>game</strong> designer time is spent in <strong>game</strong> development today.<br />

TM: What are the elements to tuning the “feel” of a <strong>game</strong>? What attributes are important in a<br />

<strong>game</strong> designer to do scripting?<br />

NH: Being a good scripter is definitely a talent, and not every designer has an aptitude for it! First,<br />

a scripter absolutely must understand the overall vision of the <strong>game</strong>. What is the desired end-effect in<br />

terms of style? Will it be consistent with the work of the other scripters? And how will the implementer<br />

know when it is done? Second, a great deal of patience is required. To get something just right often<br />

takes seemingly endless repetitions, play testing, and fine-tuning. Last, and this is mastered by only a very<br />

few designers, the scripter should recognize when a system or feature just isn’t working out sufficiently, or<br />

when a sensible, global change would most dramatically enhance the overall feel of the <strong>game</strong>—this type<br />

of global decision-making needs to be collaboratively worked out with the programming staff.<br />

TM: What advice would you offer to aspiring <strong>game</strong> developers interested in making <strong>game</strong>s but not<br />

sure where to begin?<br />

NH: First, play lots of <strong>game</strong>s. It can’t hurt to know what you will be competing against. Attempt to<br />

identify elements in <strong>game</strong>s that you feel are weak, and elements that you feel are strong. Second,<br />

make sure you continue to educate yourself about the latest thinking in <strong>game</strong> development. There are<br />

numerous web sites that contain a wealth of information about all facets of <strong>game</strong> making, and news<br />

sites will help point out industry trends and noteworthy events. Third, make sure you refine and hone<br />

your communication skills. Written communication is becoming more critical in <strong>game</strong> development<br />

every day, and of course being able to communicate concisely with team members verbally is an<br />

absolute must. Last, once you feel you can contribute to <strong>game</strong> development in some capacity, take the<br />

plunge and start interviewing! There are lots of companies out there willing to train people who are<br />

eager to learn, open-minded, and show aptitude.<br />

TM: Is it possible to “prototype” <strong>game</strong> ideas or <strong>game</strong> mechanics without having access to sizeable<br />

programming and art resources?<br />

NH: This is a tough one. In many cases, some form of prototyping is possible. For example, there<br />

are simple <strong>game</strong> construction kits. Or, some <strong>game</strong>s lend themselves to making test versions in other<br />

mediums (for example, it’s possible that for an RPG or a turn-based strategy <strong>game</strong> a paper-based<br />

version could be made to test out some of the <strong>game</strong> elements). However, a great <strong>game</strong> is more than<br />

the sum of its parts, and it is difficult to tell if a <strong>game</strong> is going to have the real magic that will set it<br />

above its competitors until all the elements can be seen working together as they were intended.<br />

TM: What misconceptions do you think people outside the <strong>game</strong> industry have about working in<br />

<strong>game</strong> development?<br />

103<br />

Actors, Props, Items, and Camera Details

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