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Ultimate Game Design : Building game worlds

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

242<br />

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

cohesive and easily digestible <strong>game</strong> design document. Some designers make the<br />

mistake of writing huge, densely worded design documents that seem to fixate on<br />

nonessential details, therefore making them very hard for anyone to read. Trust me<br />

on this one—a busy programmer or artist is not going to spend whatever limited time<br />

he or she has remaining in a cramped day poring over a badly written design document.<br />

No one will bother.<br />

Over time and exposure to development cycles, you begin to understand better exactly<br />

which design details are useful and essential. These are the design details you<br />

formalize into your design document and make available to your team on an intranet.<br />

However, the writing, presentation, and communication skills don’t end with the<br />

assembly of a design document. You will often find yourself presenting <strong>game</strong> design<br />

ideas to a wide variety of audiences in person. You may be presenting development<br />

team ideas to management teams hoping to secure a budget for development. You<br />

may be presenting the results of your design synthesis efforts to your own team or to<br />

other on-site developers. You may be “selling” your <strong>game</strong> development ideas to many<br />

departments within a single company. Each of these endeavors requires the best writing<br />

and verbal presentation skills you can muster. In some form or another, your job is<br />

dependent on successfully selling your <strong>game</strong> design ideas.<br />

We certainly know by now how critical and valuable scripting skills can be in<br />

<strong>game</strong> development. It is well worth the effort and expense to get books like Python in<br />

a Nutshell, by Alex Martelli (O’Reilly & Associates, 2003) or VBScript in a Nutshell,<br />

by Paul Lomax, Matt Childs, and Ron Petrusha (O’Reilly & Associates, 2003) and<br />

learn how to work with scripts. The more you can learn about scripting and demonstrate<br />

in your scripting skills, the better.<br />

Learning how to model precise and useable low-polygon models takes serious<br />

time and effort. I’m always trying to get better at it, and sometimes I succeed. I’ve<br />

spent many hours talking with a wide array of 3-D artists, and let’s face it: sitting in<br />

front of some 3-D packages makes you feel like you’re trying to land the space shuttle.<br />

3-D application interfaces have gotten better, but there’s still a long way to go in<br />

making these applications easier to use.<br />

If you’re brand new to 3-D, I suggest starting with a free program like Wings 3D<br />

(www.wings3d.com). I find this application to be intuitive and surprisingly powerful<br />

as a starting point in 3-D. It tends to focus on a more sculptural approach to model<br />

building, as opposed to a never-ending series of face extrusions and scales, although<br />

there is obvious power in that method too. I’m a big fan of Bay Raitt, whose work in<br />

3-D applications like Nendo and Mirai predate Wings 3D. Figure 10-1 is an example<br />

of a model Bay built to demonstrate his sculptural approach to modeling.<br />

As you progress in your <strong>game</strong> design career, you may find yourself leading a design<br />

team. I suggest that you get some pure production experience along the way.<br />

Learning how to task and track assets, work effectively with a variety of developers,

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