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Ultimate Game Design : Building game worlds

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

258<br />

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

your dreams. By the time you’re working for your tenth or twelfth gaming company,<br />

saying that your building textures for The New Adventures of Bozo might not sound<br />

so musical anymore.<br />

Remember that, whether you’re a programmer, artist, designer, producer, studio<br />

management, audio engineer, or tester, you should not define yourself exclusively in<br />

terms of your relationship to <strong>game</strong>s. You will be a better developer if you don’t. At<br />

times, you must live outside of the <strong>game</strong> industry to bring anything useful back to it.<br />

Many developers make the mistake of living only in and around <strong>game</strong>s and the <strong>game</strong><br />

industry. This does not help grow <strong>game</strong>s.<br />

Be mindful of your expectations. You should definitely dream and aspire, but<br />

remember that even as a dedicated and passionate <strong>game</strong> developer, you are more<br />

than that besides. You are not only a <strong>game</strong> developer. I’ve seen too many developers<br />

sacrifice too much in the mythic quest to ship a <strong>game</strong>. It isn’t worth sacrificing your<br />

marriage for a <strong>game</strong> that gets cancelled four days after your divorce is finalized. The<br />

best <strong>game</strong> developers making very successful <strong>game</strong>s (not coincidentally) know that<br />

balance is critical—balance in development goals, timelines, expectations, relationships,<br />

and so forth. If balance is the essence of a well-paced <strong>game</strong>, it is also the essence of a<br />

<strong>game</strong> developer that can endure.<br />

If you expect too much, you will probably be disappointed. Another reason why I<br />

like to reinforce the idea of staying “diversified” in your skills, and in your approach<br />

to the industry, is that it gives you the ability to make quick changes to correct your<br />

balance.<br />

Once you’ve worked in gaming for a while, you may be challenged to maintain<br />

your level of passion. You may know the old saying: “If you really want to kill your<br />

passion, do it for a living.” There’s some truth in it. If you have been working on a<br />

<strong>game</strong> all day long every day (weekends too), you may not want to play <strong>game</strong>s in<br />

whatever “spare” time you can hobble together. You might want to get outside and<br />

go hiking.<br />

The great thing about the <strong>game</strong> industry is that even after working on many<br />

<strong>game</strong>s, as platforms come and go, there is one constant: you can always learn more<br />

about areas related to <strong>game</strong> construction. You can bring a wide range of subjects<br />

together for your own gaming purposes. I find that the best way to keep the passion<br />

up for <strong>game</strong>s is to challenge myself, and those around me, with assignments to explore<br />

a new topic. I’ll choose three, four, or more per year depending on my schedule.<br />

You’ll soon find yourself dating years by the <strong>game</strong> you were working on.<br />

Sometimes these explorations, which began with <strong>game</strong> development, lead away<br />

from <strong>game</strong> development. That’s okay; remember that we’re always looking to bring<br />

something back. I’ll take a character design class. I’ll take a head modeling class. I’ll<br />

try to learn more scripting. I’ll take a drawing or lighting class. I’ll use my rare vacation<br />

time to visit a Scottish castle. I like <strong>game</strong> research that involves travel. I’ve always

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