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Ultimate Game Design : Building game worlds

Ultimate Game Design : Building game worlds

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

As these two parties proceeded to slug it out all day long, by the end of the day<br />

there seemed to be some resolution and it had quieted down for a little bit. Soon after<br />

the calming passage, we suddenly heard some tires screeching. It didn’t sound like<br />

someone playing Twisted Metal Black in the <strong>game</strong> room down the hall. Before we<br />

knew it, we heard an explosion of glass and timber and ceramics and we wondered<br />

why the walls were shaking. It sounded like a missile hit the front of the building. I<br />

ran out of my work area, down the hallway, and around the corner. I saw a coffee pot<br />

rolling around on the floor. It wasn’t even full. I didn’t have my Underdog cup. I<br />

thought: “C’mon guys, that’s just wasteful. You’ll get carpet hair in the coffee!—and<br />

we’ll want coffee later because I have to finish another proof of concept before leaving<br />

tonight. You knuckleheads.”<br />

A missile had hit the front of the building. It turned out to be a missile driven by a<br />

Brillo-haired programmer in a Dodge. Apparently, he had popped his cork and the<br />

stereo circus music was now playing full blast inside his disgruntled noodle. He’d had<br />

enough of this <strong>game</strong> development life, so he had decided to drive his Jeep through the<br />

reception area and into the coffee bar. God help us. I mean, we didn’t really care<br />

about the reception area, insurance would pay for it, but couldn’t he have swerved to<br />

avoid the coffee bar? That’s just malicious.<br />

He wasn’t injured much, and after some mental adjusting he went on to work<br />

again for many companies. But future developers take note: this is probably not the<br />

kind of workflow you should be striving for.<br />

CASE STUDY COMMENTS ON<br />

FINAL THOUGHTS FOR DESIGNERS<br />

If you stick around the <strong>game</strong> industry long enough, you will go through several<br />

booms and busts. It’s been the same for everyone that has gone before you. In the industry’s<br />

earlier days, nobody assumed you could earn “a living” off of making <strong>game</strong>s<br />

anyway. By day, you programmed databases for some city’s weed abatement program,<br />

and by night you made <strong>game</strong>s.<br />

To last over the long run in <strong>game</strong>s, you have only one ally: a diversified approach.<br />

Your own skill set must be <strong>game</strong> ready (some pun intended), but at the same time you<br />

need to stay flexible and able to apply your abilities to a few parallel endeavors. The<br />

booms and busts are always relative, and you may feel either one of these extremes<br />

deeply or only marginally. When you read the nonstop news articles about the billions<br />

upon billions of dollars being hefted away by each and every local <strong>game</strong> developer on<br />

your block, don’t be deceived. These numbers are humorous, amusing, even suspicious,<br />

and that’s about all. Developers do not share the biggest portion of the <strong>game</strong><br />

industry’s revenue.<br />

253<br />

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

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