Ultimate Game Design : Building game worlds
Ultimate Game Design : Building game worlds
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