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Ultimate Game Design : Building game worlds

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

338<br />

support software, 320<br />

team focus, 320<br />

testing, 319<br />

Detailing, interface, 95–96<br />

Details, start checking layout, 37<br />

Developers<br />

importance of new opportunities for, 250<br />

joining <strong>game</strong>, 276<br />

Development departments, product, 279<br />

Development, wireless, 301<br />

Developmental team feedback loop, 175–177<br />

Dialog, creating, 126–128<br />

Difficulty ramp defined, 88<br />

Directional lights, 60<br />

Diversification, 239–243<br />

role definition for <strong>game</strong> designers, 240–243<br />

Document reference, designing, 289<br />

Document writing, design, 316–317<br />

Doorways, case study comments on testing, 282–283<br />

Doppler shift, 76<br />

E<br />

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

Early feedback, importance of, 44<br />

Economics, industry, 276<br />

Editing system considerations; See Script/editing<br />

system considerations<br />

Editing, level, 297–298<br />

Editing tools, sounds, 299<br />

Education, 286–287<br />

Effects, 16–17, 53, 72–74<br />

Elements, case study comments on cornerstone,<br />

78–80<br />

Emitters, particle, 68–69<br />

Enemy actors, 88–90<br />

Enemy hazards and blind data, 90<br />

Engine solutions and Unreal engines, 151–152<br />

Engineer, audio, 273<br />

Engines, Unreal, 151–152<br />

Entertainment with physical counterparts, web <strong>game</strong>,<br />

248–250<br />

Environmental design, basic, 6–8<br />

entry and exit, 6–8<br />

Environmental references and sketches, utilizing, 4–5<br />

Event handling defined, 144<br />

Events, 287<br />

scripted, 17<br />

Events, scripting action, 135–164<br />

applied scripting examples, 140–143<br />

building behaviors, 150–151<br />

case study comments on scripting baseball <strong>game</strong>s,<br />

154–159<br />

engine solutions and Unreal engines, 151–152<br />

interview with Andrew Forslund, 159–163<br />

script/editing system considerations, 153–154<br />

scripting technology choices, 137–140<br />

using triggers, 144–150<br />

Examples<br />

applied scripting, 140–143<br />

character view, 96<br />

moonlight forest, 79–80<br />

Executive departments, 277<br />

F<br />

Falloff, lighting, 62<br />

Fantasy, simulation versus, 110<br />

Fast code, writing, 268<br />

Fearthis trigger, 145–146<br />

Feedback<br />

importance of early, 44<br />

managing, 175–177<br />

play-test, 165, 173–178<br />

testing, 7<br />

Feedback loop, developmental team, 175–177<br />

Fields defined, 68<br />

Fighting <strong>game</strong>s, 112–114<br />

File referencing, utilizing to build up and populate<br />

levels, 35–37<br />

First-person shooter (FPS), 8<br />

Fixed cameras, 97<br />

Floating cameras, 96<br />

Flow, room, 11–12<br />

Flux, case study comments on design, 129–130<br />

Flying patterns, shooter, 141–143<br />

Forest, moonlight, 79–80<br />

Forslund, Andrew, 159–163<br />

FPS (first-person shooter), 8<br />

Frame rate defined, 6<br />

Functions, previsualization, 8–12<br />

G<br />

Gallery, UBO (<strong>Ultimate</strong> Baseball Online), 321–333<br />

<strong>Game</strong> action, 332–333<br />

<strong>Game</strong> art construction, exploring, 305

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