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Ultimate Game Design : Building game worlds

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

MAPPING OR LEVEL BUILDING<br />

Whether you’re working as a level designer building levels or maps, or working as a<br />

<strong>game</strong> designer on overall <strong>game</strong> detailing, you will be using a variety of software tools<br />

to build in functionality. The only way to get really familiar with building up <strong>game</strong><br />

play using tools is to do it repeatedly—to go through the labors of build, test, refine,<br />

build, test, refine, ad nauseum. There are more tools available to players and developers<br />

than ever before. This is great for access, bad for mastery.<br />

I don’t know which tool you are using, want to use, or will be using. Yes, we<br />

want powerful <strong>game</strong> development tools, powerful editors with amazing flexibility,<br />

but ultimately part of the true power is in what you bring to the tool—your own<br />

gaming insights developed over countless thousands of hours of play.<br />

As a general piece of advice, try to know one FPS editing tool, one RTS/RPGoriented<br />

tool, along with one 3-D package. This helps you to cover your bases and create<br />

opportunities for yourself.<br />

A UDIO<br />

Depending on team configuration, your <strong>game</strong> team might be working with an audio<br />

director via your producer. As designers and producers, we want to make sure to<br />

maximize audio impact at every turn. It’s simply unacceptable to ignore audio detailing.<br />

It’s best to know how to edit basic sounds and create placeholder sounds and effects.<br />

Sometimes you might even come up with something useable! Take advantage of the<br />

excellent tools available from Sonic Foundry (www.sonicfoundry.com).<br />

Plan for audio early on. Push it closer to center stage in your design concerns. It’s<br />

easy to get lost in nothing but the visuals, but that is a mistake! Audio will do wonders<br />

in helping you transfer mood and emotion.<br />

T ESTING<br />

You’ll be testing right along with QA. You’ll try to make fixes before they become<br />

official bugs. You may not like the feedback coming from QA. Listen carefully—<br />

frustration is usually shared. If players are having a bad experience with your <strong>game</strong>,<br />

you’ll need to do some real-time problem solving to try to address the situation. It<br />

will create more work. This is the cost of refinement; the alternative is failing to get<br />

your <strong>game</strong> where it needs to be in order to succeed. Make sure that testing continues<br />

among your peers as well.<br />

319<br />

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

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