- Page 4 and 5: Tom Meigs McGraw-Hill/Osborne New Y
- Page 6 and 7: D EDICATION This book is humbly ded
- Page 8 and 9: Contents At A Glance 1 Previsualiza
- Page 10 and 11: ACKNOWLEDGMENTS, XVII INTRODUCTION,
- Page 12 and 13: 4 Actors, Props, Items, and Camera
- Page 14 and 15: C O N T E N T S 8 Design Considerat
- Page 16 and 17: Game Development Studio Breakdown,
- Page 18 and 19: MANY Acknowledgments people helped
- Page 20 and 21: THIS Introduction book was written
- Page 22 and 23: CHAPTER1 Previsualization 1
- Page 24 and 25: C H A P T E R 1 INTRODUCING THE PRE
- Page 26 and 27: substantial reference points. Not a
- Page 28 and 29: gameplay foil. (A “hard” rule i
- Page 30 and 31: C H A P T E R 1 Building an environ
- Page 32 and 33: Room Flow C H A P T E R 1 Room flow
- Page 34 and 35: C H A P T E R 1 PAPER-BASED LEVEL B
- Page 36 and 37: as the wrapper on a paint can. It c
- Page 38 and 39: C H A P T E R 1 Effects add definit
- Page 40 and 41: C H A P T E R 1 Before committing l
- Page 42 and 43: C H A P T E R 1 parts approach to t
- Page 44 and 45: CHAPTER2 Level Planning and Buildin
- Page 46 and 47: C H A P T E R 2 � Props What prop
- Page 48 and 49: C H A P T E R 2 � Use the tools t
- Page 50 and 51: FIGURE 2-1 Global grid settings C H
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C H A P T E R 2 � Overuse of swit
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FIGURE 2-4 Maya scene C H A P T E R
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Figure 2-6 shows the creation of co
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your archway mesh, you can place ar
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feedback from players and testers.
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able to grab it? How high, measured
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you just saw in your mind blends in
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Is Your Primary Mechanic Working? A
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C H A P T E R 2 His style and appro
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C H A P T E R 2 days. I see them ad
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C H A P T E R 2 TM: Why are well-cr
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CHAPTER3 Lighting, Texturing, Parti
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C H A P T E R 3 L IGHTING There are
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FIGURE 3-1 World light at full brig
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certain kinds of lighting. Maybe yo
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FIGURE 3-3 Spotlight example FIGURE
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FIGURE 3-5 Somber castle C H A P T
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to see the seams along their adjoin
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C H A P T E R 3 use to detail your
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FIGURE 3-9 Omni particles emitted C
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out of your 3-D package. This gener
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times a trade-off occurs between us
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C H A P T E R 3 Audio for games is
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C H A P T E R 3 an asset exporter f
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C H A P T E R 3 It’s important to
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C H A P T E R 3 A couple of points
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C H A P T E R 3 RS: The working env
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CHAPTER4 Actors, Props, Items, and
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C H A P T E R 4 locking down these
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course, many games feature difficul
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FIGURE 4-2 Blind data editor C H A
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Using Props You can do very cool th
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Also, keep in mind that the way you
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Fixed Cameras The fixed camera view
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C H A P T E R 4 Camera problems, am
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C H A P T E R 4 TM: Strong game con
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C H A P T E R 4 My secondary goal i
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C H A P T E R 4 I’ve also found t
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CHAPTER5 Design by Genre 107
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C H A P T E R 5 As this chapter unf
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C H A P T E R 5 signs altogether. S
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FIGURE 5-2 Sample spreadsheet entry
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� Focused experimentation and rev
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game title and many more to be made
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C H A P T E R 5 “interface hazard
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C H A P T E R 5 You want to encoura
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everyone wants to push hard, achiev
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C H A P T E R 5 CREATING CINEMATICS
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C H A P T E R 5 You will probably e
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C H A P T E R 5 CASE STUDY COMMENTS
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C H A P T E R 5 TM: How do you capt
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C H A P T E R 5 A friend of mine ha
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CHAPTER6 Scripting Action Events 13
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C H A P T E R 6 In a nonprogrammati
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JavaScript Sample function moveMons
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If (cave_guard.isDisturbed()) { pla
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FIGURE 6-3 Amplitude-modulated sine
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FIGURE 6-5 Display message using a
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those warriors, who initially greet
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Audio This simple script replaces m
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� What is the trigger radius? (Ho
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C H A P T E R 6 SCRIPT/EDITING SYST
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uilding up a script system yet. How
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Hitting Again, you might use a GUI
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Here’s a sample script for tuning
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C H A P T E R 6 TM: I try to learn
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C H A P T E R 6 MEGA TIPS 1. Learn
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CHAPTER7 Quality Assurance and Play
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C H A P T E R 7 criticizing your ti
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Let’s take a closer look at bug t
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Testing MMOGs C H A P T E R 7 With
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C H A P T E R 7 with no chance of e
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you. Developers handle each of thes
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� The game is feature-complex but
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CASE STUDY COMMENTS ON THE IMPACT O
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C H A P T E R 7 I NTERVIEW WITH MEL
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C H A P T E R 7 TM: How would you s
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C H A P T E R 7 3. This one seems o
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CHAPTER8 Design Considerations for
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Defining Titles C H A P T E R 8 In
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evolution taking place before our e
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C H A P T E R 8 If you’re going t
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FIGURE 8-1 Basic MMOG structure C H
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C H A P T E R 8 frameworks and towa
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uilding monotonous and tiresome gam
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MMOG Genre Growth The most successf
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The power of obtaining in-game stat
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challenges to consider. How do you
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C H A P T E R 8 First, this is not
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C H A P T E R 8 Another outstanding
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C H A P T E R 8 TM: What materials
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C H A P T E R 8 4. It seems kind of
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CHAPTER9 Cell Phones and Wireless G
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In this chapter, we are going to ex
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version of Microsoft Windows. Figur
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C H A P T E R 9 when trying to buil
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FIGURE 9-4 SlideNmatch puzzle game
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good examples. Sports that are enga
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connected easily via USB to the PC
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FIGURE 9-9 Tiger Woods PGA Tour Wir
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C H A P T E R 9 seen anything like
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C H A P T E R 9 TM: What are some o
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C H A P T E R 9 3. Portable limitat
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CHAPTER10 Getting Started in Game D
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C H A P T E R 1 0 to working in gam
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scripting skills. They will write a
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FIGURE 10-1 Bay Raitt’s sculptura
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C H A P T E R 1 0 Despite the fact
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excite recruiting efforts isn’t e
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trying to answer, and I’m not jus
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It’s fair to say that the pressur
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C H A P T E R 1 0 As these two part
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C H A P T E R 1 0 teams establish t
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C H A P T E R 1 0 game sessions. If
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C H A P T E R 1 0 envied the Disney
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C H A P T E R 1 0 but from continua
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C H A P T E R 1 0 iterate on the ba
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CHAPTER11 Game Development Career C
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C H A P T E R 1 1 to me had flashin
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tapes. How anyone thinks that they
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If you can’t find a direct route
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The production role can be very sat
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C H A P T E R 1 1 studio is covered
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There are hybrid developer/publishe
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Product Development Department An e
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An audio director is responsible fo
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C H A P T E R 1 1 You’ll probably
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APPENDIX A Reference Information 28
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A P P E N D I X A � ed2go (www.ed
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AGENTS AND RECRUITERS If you’re j
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A P P E N D I X A � Gnomon (www.g
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� Life drawing, sketching, visual
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APPENDIX B Tools Discussed 295
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ART TOOLS A wide range of art tools
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Name Web Address Comments Microsoft
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Name Web Address Comments C++ www.r
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APPENDIX C Career Guideline Workshe
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IF YOU WANT TO EXPLORE GAME ART CON
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A P P E N D I X C IF YOU WANT TO EX
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APPENDIX D Quick Topic Summary for
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FIGURE D-1 St. Bavokerk’s Chapel,
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FIGURE D-4 Piranesi’s Carceri d
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FIGURE D-8 Piranesi’s Imaginary P
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A P P E N D I X D for a third-perso
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A P P E N D I X D MAPPING OR LEVEL
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APPENDIX E Gallery 321
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Player Creation Screen 323 Figure E
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FIGURE E-3 Manager’s office/game
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FIGURE E-5 Wireframe model, flat-sh
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FIGURE E-8 Darrell with motion capt
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FIGURE E-11 Outdoor stadium (left f
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FIGURE E-14 UBO pitcher’s view FI
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A Action events, scripting, 135-164
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Codes pathfinding, 119 writing fast
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Game artist as career choice, 269-2
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Level execution, case study comment
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Planning level work, 26-31 Plans, w
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Shift, Doppler, 76 Shoot trigger, 1
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INTERNATIONAL CONTACT INFORMATION A