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 />
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