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Ultimate Game Design : Building game worlds

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

128<br />

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

may only have access to them for 30 minutes or an hour despite the fact that you were<br />

told you would have two hours. Planning is critical. You must often revise and assess<br />

recording priorities in an instant.<br />

Based on your story specifics, as suggested earlier, dialog must already have been<br />

written before it’s time to record it for the <strong>game</strong>. From a content perspective, you<br />

know the <strong>game</strong> inside and out as well or better than anyone. You know when, why,<br />

and where the characters will be required to say things in the <strong>game</strong>. It’s up to you to<br />

try to get the “right” <strong>game</strong>-relevant performance out of a very tired (and guaranteed<br />

to be cranky) actor who may not like <strong>game</strong>s, may not understand why exactly they<br />

are doing this, and may have never even played a <strong>game</strong>.<br />

It’s not always the case, though. You might get lucky and get an excited actor, or<br />

an actor who has fantastic ideas about delivering the <strong>game</strong> lines. Always have a build<br />

of the <strong>game</strong> in the recording studio with you to show the “context” for the line or dialog<br />

you are asking for. Bring along with you as much visual reference material as is<br />

possible and available. You will refer to every bit of it.<br />

Quite rapidly, under these conditions, you will get better at learning how to coax a<br />

performance out of the actors. Sometimes you’ll have help from an audio director or<br />

from some other party working with the actor or studio. At other times, you won’t<br />

get much help at all. I’ve found that voice actors from casting agencies are wonderful.<br />

They work very hard to give you the best that they can, based on everything you’ve<br />

shown them about the character and context for delivery of a line in your <strong>game</strong>.<br />

SUMMARY OF DESIGNER’S WORK TOOLS<br />

In the following summary list, I’ve assembled for you some of my suggestions on the<br />

important <strong>game</strong> design software tools we’ve discussed up to this point. These suggestions<br />

can be used across many <strong>game</strong> genres. Keep in mind that the application of<br />

these tools varies widely as you move around the industry from developer to developer,<br />

but in some form or another, everyone seems to use the following:<br />

� A 3-D package (such as Maya, 3ds max, Lightwave, Mirai)<br />

� Microsoft Visio (for flowcharting, screen logic, and topographic mapping)<br />

� Photoshop (for basic texturing and various other applications)<br />

� An HTML editor (for building your design and production documents)<br />

� A BSP editor (stand-alone editors like the Unreal or Radiant series)<br />

� Scripting language (Python, Visual Basic, proprietary)

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