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Ultimate Game Design : Building game worlds

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

112<br />

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

Getting “signature” moves to look right can be a real challenge. Stadiums and venues<br />

get the same treatment. They undergo considerable modeling, texturing, and lighting<br />

revisions to bring them into the <strong>game</strong>.<br />

You want to ship your sports <strong>game</strong> with the latest statistical information for that<br />

sport. However, just like <strong>game</strong> development, sports do not operate in a vacuum:<br />

players get traded, players’ stats change every other night, teams change logos, stadiums<br />

get new corporate sponsors, mascots get revamped, and so on. In an attempt to<br />

bring the player the most exciting and “realistic” experience, you have to try to accommodate<br />

these changes as best you can. It requires considerable detail tracking<br />

and is rarely easy to do.<br />

FIGHTING GAMES<br />

Fighting <strong>game</strong>s of all flavors continue to be popular, with standout titles like Tekken<br />

4 and Mortal Kombat: Deadly Alliance leading the way. Let’s look at some of the design<br />

details that influence the fighting genre:<br />

� Motion-captured fight performances<br />

� Controller tuning<br />

� Fight arenas<br />

� Fighting performance and combos<br />

� Prop utilization<br />

� Multiple fight settings<br />

� Expanded fight modes<br />

Similar to sophisticated sports moves, fight <strong>game</strong>s include elaborate physical performances<br />

from fighters. Again, for the sake of motion fluidity, these performances<br />

sometimes begin by utilizing motion capture. <strong>Design</strong>-wise, every single move required<br />

for motion capture needs to be planned and accounted for to build the moves<br />

required by your fighting <strong>game</strong>. Motion-capture sessions can be very expensive, so<br />

you must undertake serious session planning to insure that you will motion-capture<br />

all the moves required by your <strong>game</strong> design. Figure 5-2 shows a single spreadsheet<br />

sample entry. There can be hundreds of these motions and in-betweens (motions between<br />

motions, or motion segues). You can learn more about motion capture by visiting<br />

the House of Moves web site (www.houseofmoves.com).<br />

Many teams extrapolate each move destined for motion capture from the <strong>game</strong><br />

design document into a spreadsheet such as Microsoft Excel, or they use asset-tracking<br />

software like NXN alienbrain (www.nxn-software.com) to build a motion-capture

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