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Ultimate Game Design : Building game worlds

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2<br />

THE<br />

<strong>game</strong> design process begins by synthesizing and harmonizing various<br />

<strong>game</strong>play ideas and concepts. The very early stages of <strong>game</strong> design<br />

are, by nature, heavily conceptual. <strong>Game</strong> concepts have to be pulled down to<br />

Earth and given shape and definition. These concepts, when working together to<br />

form a gaming experience, will have to share a small boat on a large ocean. They will<br />

be required to work together tightly and forcefully. Only when our <strong>game</strong> concepts<br />

row the boat together in harmony will we achieve any exciting motion. A <strong>game</strong> that<br />

seems “only to float” hasn’t achieved this harmony. In some cases, concepts that<br />

might otherwise have worked out well are not given life in execution. Keep in mind<br />

that professional <strong>game</strong> design always occurs in parallel with a multitude of constraints,<br />

objectives, and considerations.<br />

In this chapter, we will focus on the initial stage of <strong>game</strong> concept harmony, sometimes<br />

called the previsualization process. Perhaps the best way to understand this<br />

process is by discussing it in the context of an example. Thus, we’ll look at the “cathedral”<br />

example. This specific example could be the <strong>game</strong> setting for a first- or<br />

third-person action title, but the previsualization process that we will discuss for this<br />

example can be applied to many <strong>game</strong> genres.<br />

Each subsequent chapter will address in detail the process of “building up” or executing<br />

your own <strong>game</strong> ideas. We’ll cover many topics that relate to giving shape and<br />

form to your own <strong>game</strong> concepts. In summary, we will consider the following:<br />

� Level construction The process of creating <strong>game</strong> environments<br />

� Lighting, texturing, particle systems, effects, and audio<br />

<strong>game</strong> environments<br />

How we detail our<br />

� Props, items, and behaviors<br />

environments<br />

How we stage or set up our <strong>game</strong><br />

� Camera considerations How we handle camera issues<br />

� Scripting action events How we create event behaviors<br />

� QA and player feedback loops How we test and refine <strong>game</strong> titles<br />

� <strong>Design</strong> considerations for emerging <strong>game</strong> forms New venues for <strong>game</strong>s

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