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Ultimate Game Design : Building game worlds

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<strong>Game</strong> artist as career choice, 269–270<br />

<strong>Game</strong> audio<br />

exploring, 306<br />

pushing further, 76<br />

<strong>Game</strong> design, introducing children to, 301<br />

<strong>Game</strong> designers<br />

as career choices, 271<br />

role definition for, 240–243<br />

specific role of, 266<br />

<strong>Game</strong> details, 324–325<br />

<strong>Game</strong> developers, joining, 276<br />

<strong>Game</strong> development career choices, 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 />

<strong>Game</strong> development frontlines, anecdotes from,<br />

250–253<br />

<strong>Game</strong> development, getting started in, 237–264<br />

adver<strong>game</strong>s, 246–248<br />

anecdotes from <strong>game</strong> development frontlines,<br />

250–253<br />

case study comments for designers, 253–259<br />

diversification, 239–243<br />

growth areas and new opportunities, 244–246<br />

interview with Bill Roper, 259–264<br />

web <strong>game</strong> entertainment with physical<br />

counterparts, 248–250<br />

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

breakdown conclusions, 282<br />

creative departments, 279–281<br />

executive departments, 277<br />

marketing departments, 282<br />

product development departments, 279<br />

programming departments, 281<br />

technical departments, 281<br />

<strong>Game</strong> dynamics libraries, 300<br />

<strong>Game</strong> entertainment with physical counterparts, web,<br />

248–250<br />

<strong>Game</strong> industry market research and reports, 290<br />

<strong>Game</strong> interfaces<br />

defined, 118<br />

UBO, 322–326<br />

I N D E X 339<br />

<strong>Game</strong> levels<br />

architecture for, 5–6<br />

defined, 6<br />

<strong>Game</strong> mechanics, puzzle, 116<br />

<strong>Game</strong> picture, keeping in view, 42–43<br />

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

as career choice, 267–268<br />

exploring, 305<br />

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

<strong>Game</strong> prototyping, 37–38<br />

<strong>Game</strong> setup screen, early, 324<br />

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

industry economics, 276<br />

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

<strong>Game</strong> vision, level goals enhancing, 45<br />

<strong>Game</strong>play purpose, 8<br />

<strong>Game</strong>s; See also Adver<strong>game</strong>s; RPGs (role-playing<br />

<strong>game</strong>s)<br />

adapting architecture and terrain to, 39–40<br />

case study comments on scripting baseball,<br />

154–159<br />

design backbone for simulation- oriented, 124<br />

developing puzzle, 116<br />

fighting, 112–114<br />

first- or third-person action, 121–123<br />

puzzle, 114–116<br />

RTS (real-time strategy), 116–120<br />

sports, 109–112<br />

that work well, 223–225<br />

Gaming, cell phones and wireless, 215–235<br />

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

impending boom, 217–222<br />

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

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

Gaming, multiplay cell phone, 226<br />

Genre, design by, 107–134<br />

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

creating cinematics, 125<br />

creating dialog, 126–128<br />

developing backstory, 125–126<br />

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

first- or third-person action <strong>game</strong>s, 121–123<br />

interview with Aaron Odland, 130–134<br />

puzzle <strong>game</strong>s, 114–116<br />

RPGs (role-playing <strong>game</strong>s), 120–121<br />

RTS (real-time strategy) <strong>game</strong>s, 116–120<br />

simulations, 123–124<br />

sports <strong>game</strong>s, 109–112<br />

summary of designer’s work tools, 128<br />

Geometry and mesh, 31

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