Ultimate Game Design : Building game worlds
Ultimate Game Design : Building game worlds
Ultimate Game Design : Building game worlds
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244<br />
<strong>Building</strong> <strong>Game</strong> Worlds 244<br />
U L T I M A T E G A M E D E S I G N<br />
GROWTH AREAS AND NEW OPPORTUNITIES<br />
Keeping your skills diverse should help you grow toward being a <strong>game</strong> designer who<br />
can create content independent, yet mindful of, any platform specifics. You should<br />
be able to work with paper, cards, small pieces of plastic, toy networks, action figures,<br />
key fobs, wireless devices, and the hottest gaming hardware consoles available.<br />
Ideally, this offers quite a range of applications for your <strong>game</strong> skills. You won’t need<br />
advanced scripting techniques and a deep understanding of forces on particle dynamics<br />
to develop a card <strong>game</strong>, but you should always be trying to understand what<br />
makes any <strong>game</strong>—using any means of delivering a gaming experience possible—a<br />
successful gaming experience. Your specific knowledge in this area is part of your<br />
stock and trade.<br />
With this in mind, let’s take a look at some growth areas and new opportunities.<br />
Microsoft, Mattel, Intel, and LeapFrog<br />
You might not have envisioned working on a Microsoft toy like Barney or<br />
Teletubbies as the apex of you <strong>game</strong> design career when you began working in gaming,<br />
but as a professional commercial designer, you become interested in every<br />
chance to use your abilities and to grow opportunities. If these projects require <strong>game</strong><br />
building elements or direction, you are a <strong>game</strong> builder: Sony PlayStation 2, Microsoft<br />
Xbox, PC, Nintendo <strong>Game</strong>Cube, portable, theme park kiosk, location-based entertainment<br />
(LBE), Web, cards, toys, smart cards, slinkys—it doesn’t matter. Always remember,<br />
there is a vast difference between being a <strong>game</strong> aficionado and being a<br />
commercial <strong>game</strong> developer. Odds are, you may not find yourself, especially in the<br />
early days of your career, working on your favorite kind of <strong>game</strong> for pay. You have to<br />
love more than a genre or two to last in the <strong>game</strong>s business.<br />
As we’ve seen, the marriage of toys and gaming is providing new opportunities.<br />
Toy makers understand the power of gaming and always have. They are constantly<br />
looking for ways to add <strong>game</strong> elements to toys. Microsoft’s ActiMates series of toys,<br />
including Barney, Teletubbies, and Arthur (from the PBS program Arthur), are just a<br />
few examples of extremely simple <strong>game</strong> elements mixing in with toy development.<br />
These toys, developed for younger children, offer the ability to play peek-a-boo and<br />
to play simple <strong>game</strong>s. To be sure, these are extremely simple <strong>game</strong> offerings, but the<br />
next-generation interactive toys are starting to look much more sophisticated with<br />
complete <strong>game</strong> offerings of several kinds included for older children.<br />
Mattel has used <strong>game</strong>s to bolster recognition and support entire communities of<br />
fans for brands like Hot Wheels and Barbie. It has licensed these properties for standard<br />
<strong>game</strong> development, as well, but it also has built large web-based <strong>game</strong> communities<br />
around these brands. Web <strong>game</strong>s of this kind are typically built as Java applets, or as<br />
Flash/Shockwave applications.