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Ultimate Game Design : Building game worlds

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280<br />

<strong>Building</strong> <strong>Game</strong> Worlds 280<br />

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

responsibility for identifying the strengths of the artists they work with, and helping<br />

to maintain some kind of training program for their artists to help keep their skills<br />

competitive.<br />

As we’ve discussed many times before, artists have a wide area of contribution to<br />

building <strong>game</strong> assets. Some are dedicated only to modeling, texturing, conceptual<br />

drawings, or animation. Other artists do a little bit of everything (or a whole lot of everything!).<br />

A lead artist is commonly a senior artist who has both direct art responsibilities<br />

on a <strong>game</strong> (building models and textures, for instance) and managerial<br />

responsibilities in helping less-experienced artists make meaningful, <strong>game</strong>-ready art<br />

assets. In the best cases, lead artists are a point of reference and a valuable resource<br />

for other artists on the team.<br />

An artist builds low-polygon models, textures, interface elements, storyboards,<br />

cinematics, and so forth.<br />

An animator focuses on defining motion for objects and characters. An animator<br />

can treat any <strong>game</strong> element that requires sophisticated motion of any type. Some animators<br />

are model builders and texture artists too, but increasingly, as digital animation<br />

capabilities get more and more sophisticated, animators are focusing on<br />

animation alone. Actually, in many of the art roles discussed, specialization is increasing.<br />

A technical director works to set up models for animation by animators. This includes<br />

rigging up characters with inverse kinematics (IK) and forward kinematics<br />

(FK) control handles for use in animation. Also, depending on the animation techniques<br />

required, a technical director might set up slider-based animation systems that give<br />

animators control over vertex groups.<br />

The design director is the senior <strong>game</strong> designer on staff. Many companies operate<br />

without any specific design director, but this role is starting to become more common<br />

as larger teams of designers are assembled for <strong>game</strong> productions.<br />

A lead designer is the design detail manager chiefly concerned with building in the<br />

best possible <strong>game</strong> play for players. All design-related issues, obstacles, problems,<br />

challenges, and work-arounds are shared between a design lead and their fellow team<br />

members.<br />

A <strong>game</strong> designer works to flesh out or define any and all <strong>game</strong> design and <strong>game</strong><br />

play details associated with a given <strong>game</strong> title. How will every single element present<br />

in a <strong>game</strong> work and relate to one another in excruciating and precise detail? Are the<br />

results of that detail fun to play? If not, several passes of adjustment and reworking<br />

may be required.<br />

A level designer wraps up various <strong>game</strong> assets into levels, commonly using a specific<br />

tool created just for level assembly. Level designers have input into overall <strong>game</strong><br />

structure, but are primarily focused on level-to-level play details and construction.

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