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Ultimate Game Design : Building game worlds

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

336<br />

Baseball stadiums, 330–332<br />

Behaviors, building, 150–151<br />

Big <strong>game</strong> picture in you keeping, 43–43<br />

Binary Runtime Environment for Wireless<br />

(BREW), 218<br />

Blind data, enemy hazards and, 90<br />

Blocking, paper-based level, 13–17<br />

Boom, impending, 217–222<br />

Boss actors, 91–92<br />

Bots, 122<br />

Box solutions, MMOG, 301<br />

Breakdown, <strong>game</strong> development studio, 276–282<br />

Breaking in!, 288<br />

BREW (Binary Runtime Environment for<br />

Wireless), 218<br />

<strong>Building</strong><br />

behaviors, 150–151<br />

cell phone gaming markets, 228–229<br />

level planning and, 23–52<br />

mapping or level, 319<br />

Business relations, exploring, 307<br />

C<br />

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

Camera considerations, 85, 95–99<br />

common camera problems, 98–99<br />

fixed cameras, 97<br />

floating cameras, 96<br />

interface detailing, 95–96<br />

special-case cameras, 97<br />

Camera problems, common, 98–99<br />

Camera tuning, case study comments on, 99–100<br />

Cameras<br />

fixed, 97<br />

floating, 96<br />

special-case, 97<br />

Capture, motion, 328–329<br />

Capture the flag (CTF), 11<br />

Card <strong>game</strong>s go online, 249<br />

Career choice<br />

audio composer and engineer as, 273<br />

<strong>game</strong> artist as, 269–270<br />

<strong>game</strong> designer as, 271<br />

<strong>game</strong> programming as, 267–268<br />

production as, 272–273<br />

QA as, 274<br />

Career choices, <strong>game</strong> development, 265–284<br />

art, 268–270<br />

audio, 273<br />

case study comments on testing doorways,<br />

282–283<br />

design, 270–271<br />

<strong>game</strong> development studio breakdown, 276–282<br />

<strong>game</strong> programming, 266–268<br />

interview with you, 283–284<br />

opening independent <strong>game</strong> studios, 274–276<br />

production, 271–273<br />

QA (quality assurance), 274<br />

Career guideline worksheet, 303–307<br />

exploring business relations, 307<br />

exploring <strong>game</strong> art construction, 305<br />

exploring <strong>game</strong> audio, 306<br />

exploring <strong>game</strong> programming, 305<br />

exploring marketing, 307<br />

exploring production, 304<br />

exploring QA (quality assurance), 306<br />

Carriers defined, 219<br />

Case study comments<br />

on actor loading, 99–100<br />

on camera tuning, 99–100<br />

on challenges for UBO, 206–209<br />

on cornerstone elements, 78–80<br />

on design flux, 129–130<br />

for designers, 253–259<br />

on impact of QA, 179–180<br />

on infancy of wireless, 230–232<br />

on level execution, 45–46<br />

on previsualization, 17–18<br />

on scripting baseball <strong>game</strong>s, 154–159<br />

on testing doorways, 282–283<br />

Cell phone gaming markets, building, 228–229<br />

Cell phone gaming, multiplay, 226<br />

Cell phones and wireless gaming, 215–235<br />

design issues for cell phones, 222–230<br />

impending boom, 217–222<br />

interview with Dave Warhol, 232–234<br />

Cell phones, design issues for, 222–230<br />

building cell phone gaming markets, 228–229<br />

multiplay cell phone gaming, 226<br />

opportunities in wireless, 229–230<br />

wireless toy networks, 226–227<br />

Character construction, basic, 326–329<br />

motion capture process, 328–329<br />

Character flow, checking throughout level, 40–41<br />

Character-unit table, 117<br />

Character view example, 96<br />

Children, introducing to <strong>game</strong> design, 301<br />

Children’s Online Piracy Protection Act<br />

(COPPA), 289<br />

Cinematics, creating, 125

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