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Ultimate Game Design : Building game worlds

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

envied the Disney animators who are sent all over the globe to sketch and study and<br />

prepare for movie productions.<br />

I find connections to <strong>game</strong>s in many places, and you will too if you don’t already.<br />

I think about <strong>game</strong>s at sporting events, concerts, and museum visits. I like to visit<br />

museum bookstores and purchase books like Pieter Saenredam: The Utrecht Work by<br />

the 17 th century master of beautifully rendered perspectives on church chapel interiors.<br />

I consider all of this “field work” for <strong>game</strong> development. I might need a good-looking<br />

chapel soon. I’m always aware that I have a long way to go in my learning.<br />

You may find that some of the most exciting work you eventually complete is<br />

inspired by the work you were doing in order to grow your <strong>game</strong> skills. I encourage<br />

you to find entirely new ways to explore each of your gaming interests. I know you’ll<br />

be excited by what you will find.<br />

The best developers I’ve ever worked with are slightly mad by definition, interested<br />

in everything around them, and some of the best people you’ll ever get a chance to<br />

meet. I remember one artist, absolutely brilliant at modeling and texturing; I told him<br />

flat out that he was an amazing digital artist. He paused a moment, looked up at me<br />

from his stylus, Wacom tablet, and mouse after making his next move and said, “I’m<br />

not a digital artist. I’m a painter.” And I’d forgotten he was—classically trained.<br />

“Beautiful” I thought to myself. He didn’t define himself by <strong>game</strong>s alone, but<br />

brought everything he knew outside of <strong>game</strong>s to their construction.<br />

I NTERVIEW WITH BILL ROPER<br />

Bill Roper is the vice president of Blizzard Entertainment North. Blizzard Entertainment needs little<br />

introduction as the creators of the best selling Warcraft, Starcraft, and Diablo series of <strong>game</strong>s, as<br />

well as the forthcoming Worlds of Warcraft. I had the opportunity to interview Bill about how to<br />

approach <strong>game</strong> design.<br />

TM: How do you start to develop a <strong>game</strong> design idea?<br />

BR: Did you ever get stuck on the freeway and daydream about blasting through traffic, sailing off<br />

the side of the road, and skidding to a halt in the local 7-11 parking lot so you could grab a soda while<br />

waiting for traffic to break? Welcome to Grand Theft Auto III. Anything and everything that touches<br />

your life is a potential launching point for a <strong>game</strong>. Music, art, literature, television, comic books,<br />

movies, sports, food, basic social interaction—these are all things that can spark ideas for a <strong>game</strong><br />

designer. The key is to find something that is a personal interest, enjoyment, or passion and make that<br />

into your <strong>game</strong>. Whether it is certain subject matter, a particular <strong>game</strong> mechanic, or even an artistic<br />

expression, you need a guiding vision. Within that vision, however, must reside a true focus on fun.<br />

Too many designers get caught up in the need to make a <strong>game</strong> that has cutting-edge technology,<br />

or the best-looking artwork, or the smartest AI ever created, or a wholly bizarre and innovative twist<br />

while losing sight of the need for the <strong>game</strong> to be fun. Stay true to that vision of creating something<br />

that you want to play over and over and over, and never forget that the design of the <strong>game</strong> needs to<br />

259<br />

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

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