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Ultimate Game Design : Building game worlds

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scripting skills. They will write a complete <strong>game</strong> design document specifying all relevant<br />

design details and production considerations for any given <strong>game</strong> title.<br />

A level designer focuses on creating levels as opposed to creating support structures<br />

for entire <strong>game</strong>s. This is not to say that they can’t create complete support<br />

structures. Typically, they are plenty busy creating and managing the multiple details<br />

associated with building great playing levels.<br />

Some <strong>game</strong> designers come from a hardcore programming background and prefer<br />

scripting and design detailing. Others come from a more arts-oriented background<br />

and prefer environmental modeling, character design, and writing.<br />

A few things are fairly certain these days: You’ll need basic drawing and design<br />

skills. You’ll need solid writing skills. You’ll need a thorough understanding of<br />

“play” and “feel” dynamics. You’ll need to understand prop, character, and item<br />

staging in a layout. Knowing some scripting will be of huge benefit as well.<br />

How do you build up some of these skills? It doesn’t happen overnight, and no one<br />

ever stops learning or trying to improve their skills. I’m always trying to build my<br />

<strong>game</strong> skills further, and I always feel behind. Every <strong>game</strong> developer, designers included,<br />

is constantly hard at work building their skills. It never ends. I want to pass<br />

on to you some of the areas of study and focus that I’ve found useful in trying to build<br />

<strong>game</strong>-oriented design skills:<br />

� Industrial design<br />

� Writing and presentation<br />

� Scripting<br />

� 3-D modeling<br />

� Leading teams<br />

C H A P T E R 1 0<br />

Industrial design emphasizes the development of visual concepts that optimize<br />

function, value, and appearance. Coincidentally, this is exactly what you’re trying to<br />

do when building <strong>game</strong> props or objects to populate your <strong>game</strong> scenes. I tend to try to<br />

collect books with industrial design components. There is more information on this<br />

area of study available at the web site for the Industrial <strong>Design</strong>ers Society of America<br />

(www.idsa.org).<br />

The now classic Star Wars Sketchbook, by Joe Johnston (Ballantine, 1977), is one<br />

of my own favorite titles relating to industrial and vehicle design. Fortunately, there<br />

are many more reference books of this kind available today, and most of them are extremely<br />

useful.<br />

For the working <strong>game</strong> designer, writing and verbal presentation skills are very important<br />

tools. As discussed earlier, part of being an effective <strong>game</strong> designer requires<br />

the ability to synthesize large amounts of verbal and visual design information into a<br />

241<br />

Getting Started in <strong>Game</strong> Development

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