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Ultimate Game Design : Building game worlds

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

252<br />

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

While we waited for help, the collapsed programmer never stopped crying and<br />

moaning, which proves that he’d probably never make it as a producer. In about<br />

40 minutes, the doors to our office blasted open and some big, yellow, ash-laden,<br />

tarred-up firemen sporting bright-red oxygen tanks burst in and we directed them<br />

immediately to our green friend.<br />

They loaded our green associate onto a stretcher and attached an IV and monitors.<br />

As he was being wheeled out the front doors of our offices, the VP of product development<br />

returned from lunch, and quite possibly from a round of golf or two. He<br />

looked at our green programmer on the gurney, and then he looked at me (the producer<br />

type) with his eyebrows raised into a “We’re not slipping the milestone, are<br />

we?” posture. He looked back at the green programmer now mounted and ready for<br />

stuffing and he simply said, “Think fish” while he patted a fireman on the oxygen<br />

tank, the Morse code for “take him away, boys.”<br />

End result: You may be dying, but that’s no excuse to stop thinking about the code<br />

for the fishing <strong>game</strong>. My mouth dropped. Are we savages? We could have avoided<br />

the whole mess if somebody had time to throw away old orange juice. Bad orange<br />

stuff is what apparently turned him green.<br />

Sacking Sanka<br />

Around the offices of a <strong>game</strong> development studio, you regularly hear noises of all<br />

kinds. You might hear sound effects or music loops being edited or composed. You<br />

might hear artists having interesting conversations with their significant others. You will<br />

hear many Coke cans opening. Anyone, at any moment, could be stuffed in a corner<br />

or sleeping under a desk. Hygiene will be uniformly suspicious. You might even begin<br />

to hear air leaking from the valve stem at the back of your head. Don’t worry. You are<br />

not a beach toy, you just really need a vacation with one. When I reach this point, I<br />

normally leave for the batting cages. Every <strong>game</strong> developer needs to know what to do<br />

when the pressure gauge needle gets stuck in the little red quadrant. Watch your team<br />

members carefully. If you see someone starting to melt, guide them to the refrigerator<br />

to congeal them back together.<br />

On one particular day there had been heated shouting matches going off all day<br />

long between a certain programmer and another producer. Programmers have the<br />

unenviable task of creating all the code assets to support a <strong>game</strong>. Producers have the unenviable<br />

task of dealing with almost every single aspect of <strong>game</strong> development that a<br />

programmer or artist doesn’t care to be bothered with. These collective “aspects”<br />

will often fall and make for a messy floor, unless a good producer regularly mops up.<br />

There is some friction between all developers by definition. Programmers can get<br />

into an “I am the controller of code, my little minions, behold my deeds” mindset.<br />

Producers can get into an “I understand this, and I want you to have time to make the<br />

Star Trek convention this year, but we still have commercial obligations” mindset.

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