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Ultimate Game Design : Building game worlds

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

I’ve also found that while much of <strong>game</strong> development is about creativity, inspiration, and<br />

innovation, the vast majority of time is spent doing hard, often stressful work, sometimes to hours<br />

that seem inhuman. I think that one of the keys to becoming a very valuable contributor to <strong>game</strong><br />

development is when a person fully accepts that every task on a <strong>game</strong> has to be done by someone,<br />

and each of us has to be miserable for a time in order to get back to the fun stuff!<br />

One more lesson learned—I feel that the most important attribute for any individual <strong>game</strong><br />

developer, and perhaps what should be prized above all other factors, is the ability to consistently be<br />

level-headed and sensible when faced with challenges. The field of <strong>game</strong> development changes with a<br />

remarkable frequency because it is still such a young industry. The people who will continue to remain<br />

on top are those that can quickly break down and solve new, unforeseen problems.<br />

MEGA TIPS<br />

1. Plan your tool requirements early and dig in to the details.<br />

2. Do your first pass placement of all actors, props, hazards, and items on<br />

your topographic level map using a symbol legend. Conform to this legend<br />

across the design team.<br />

3. Include “camera notes” with your level specifications in your <strong>game</strong> design<br />

document. These notes should attempt to predict possible problem areas<br />

for camera motion and camera scripting.<br />

4. Plan your NPC use early and try to be flexible. Leave room for building in<br />

behavior adjustments, new or better ideas, reworks, and tuning to improve<br />

the NPC-to-player contact experience.<br />

5. Make sure any sophisticated boss behaviors can be accommodated by your<br />

toolset.<br />

6. Identify and categorize your prop types as static, damageable, or scripted.<br />

You might even build this identity into their filenames (for example,<br />

s_barrel for static types, d_pillar for damageable types, and sc_altar for<br />

scripted types).<br />

7. As much as possible, work up front to lock down tools stability. Make sure<br />

the <strong>game</strong> asset pipeline from 3-D package to engine is functional as early in<br />

the development curve as possible.<br />

105<br />

Actors, Props, Items, and Camera Details

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