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Ultimate Game Design : Building game worlds

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A P P E N D I X D<br />

for a third-person action title differently than I would set up a document for a racing<br />

<strong>game</strong>. However, one similarity among design document formatting that I tend to<br />

carry with me is the use of a left-hand sidebar with a list of topics that loads information<br />

on the subject selected into a main “frame” view. This seems to work nicely and<br />

allows developers to rapidly find specific design details by subject with very little effort<br />

on their part.<br />

You need to give your development team design information quickly and effectively.<br />

Artists and animators need to know how characters should be constructed,<br />

should be textured, and are supposed to move. AI programmers need to know how<br />

characters are expected to behave by instance. Virtually everyone needs to know<br />

something about intended use for an item, and its feature specifics.<br />

If you bury this content deep into a document that can be used as a weight set, it<br />

will be lost on your team. I format my design documents differently depending on the<br />

kind of <strong>game</strong> the design document will be created to serve. I try my best to get information<br />

to everybody in easily comprehensible bites of blatant information. Use tables.<br />

Use summaries. Use simple bullet lists. Don’t make people dig.<br />

As I mentioned, I write it all up in HTML using long sidebars that load information<br />

into an associated frame. You can simply look down the left-hand sidebar and get<br />

any information you want by topic selection quickly and easily. “What does that<br />

thing do again?” wonders an artist or programmer. Click. “Oh, yeah!”<br />

QUICK MODELING<br />

Depending on your team structure, you may be doing plenty of modeling as a designer,<br />

or next to none at all. At the very least, it’s best to be able to make temporary models<br />

so that you can start to try things out before final models are completed by your<br />

artists. Having basic modeling skills is important, and they too will grow over time<br />

and exposure.<br />

You will have a basic polygon budget for each major category of required assets<br />

established for you by your technical team. Start throwing in your temporary props,<br />

temporary environmental details, and temporary characters! Your characters might<br />

have roughly 1500 polygons available each for construction. If your <strong>game</strong> has 30<br />

characters, you’ve just spent 45,000 polygons! Props might average 300–500 polygons.<br />

Arena or environmental budgets are much higher and are dependent on several other<br />

factors. Be sure to collaborate early with your technical team to make these numbers<br />

available to your team.<br />

Don’t wait for final art! Model it up, even if it’s ugly, and get it in there! Get things into<br />

the <strong>game</strong> and moving around early rather than late. Start finding out as soon as possible<br />

as many details as you can about what is and isn’t working. You will save time in your art<br />

production by using temporary models to discover a wide array of problems.<br />

317<br />

Quick Topic Summary for <strong>Design</strong>ers

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