<strong>Game</strong> artist as career choice, 269–270 <strong>Game</strong> audio exploring, 306 pushing further, 76 <strong>Game</strong> design, introducing children to, 301 <strong>Game</strong> designers as career choices, 271 role definition for, 240–243 specific role of, 266 <strong>Game</strong> details, 324–325 <strong>Game</strong> developers, joining, 276 <strong>Game</strong> development career choices, 265–284 art, 268–270 audio, 273 case study comments on testing doorways, 282–283 design, 270–271 <strong>game</strong> development studio breakdown, 276–282 <strong>game</strong> programming, 266–268 interview with you, 283–284 opening independent <strong>game</strong> studios, 274–276 production, 271–273 QA (quality assurance), 274 <strong>Game</strong> development frontlines, anecdotes from, 250–253 <strong>Game</strong> development, getting started in, 237–264 adver<strong>game</strong>s, 246–248 anecdotes from <strong>game</strong> development frontlines, 250–253 case study comments for designers, 253–259 diversification, 239–243 growth areas and new opportunities, 244–246 interview with Bill Roper, 259–264 web <strong>game</strong> entertainment with physical counterparts, 248–250 <strong>Game</strong> development studio breakdown, 276–282 breakdown conclusions, 282 creative departments, 279–281 executive departments, 277 marketing departments, 282 product development departments, 279 programming departments, 281 technical departments, 281 <strong>Game</strong> dynamics libraries, 300 <strong>Game</strong> entertainment with physical counterparts, web, 248–250 <strong>Game</strong> industry market research and reports, 290 <strong>Game</strong> interfaces defined, 118 UBO, 322–326 I N D E X 339 <strong>Game</strong> levels architecture for, 5–6 defined, 6 <strong>Game</strong> mechanics, puzzle, 116 <strong>Game</strong> picture, keeping in view, 42–43 <strong>Game</strong> programming, 266–268 as career choice, 267–268 exploring, 305 <strong>game</strong> programming as career choice, 267–268 <strong>Game</strong> prototyping, 37–38 <strong>Game</strong> setup screen, early, 324 <strong>Game</strong> studios, opening independent, 274–276 industry economics, 276 joining <strong>game</strong> developers, 276 <strong>Game</strong> vision, level goals enhancing, 45 <strong>Game</strong>play purpose, 8 <strong>Game</strong>s; See also Adver<strong>game</strong>s; RPGs (role-playing <strong>game</strong>s) adapting architecture and terrain to, 39–40 case study comments on scripting baseball, 154–159 design backbone for simulation- oriented, 124 developing puzzle, 116 fighting, 112–114 first- or third-person action, 121–123 puzzle, 114–116 RTS (real-time strategy), 116–120 sports, 109–112 that work well, 223–225 Gaming, cell phones and wireless, 215–235 design issues for cell phones, 222–230 impending boom, 217–222 interview with Dave Warhol, 232–234 Gaming markets, building cell phone, 228–229 Gaming, multiplay cell phone, 226 Genre, design by, 107–134 case study comments on design flux, 129–130 creating cinematics, 125 creating dialog, 126–128 developing backstory, 125–126 fighting <strong>game</strong>s, 112–114 first- or third-person action <strong>game</strong>s, 121–123 interview with Aaron Odland, 130–134 puzzle <strong>game</strong>s, 114–116 RPGs (role-playing <strong>game</strong>s), 120–121 RTS (real-time strategy) <strong>game</strong>s, 116–120 simulations, 123–124 sports <strong>game</strong>s, 109–112 summary of designer’s work tools, 128 Geometry and mesh, 31
<strong>Building</strong> <strong>Game</strong> Worlds 340 Geometry and modularity, prefabricated, 27–28 Global competition, 219–220 Graphical user interfaces (GUIs), 137 Grid sizing considerations, scale and, 28–30 Growth areas and new opportunities, 244–246 challenges for PC toys, 245–246 Microsoft, Mattel, Intel, and LeapFrog, 244–245 Guidelines, COPPA, 289 GUIs (graphical user interfaces), 137 H Hazards, 41–42 enemy, 90 Heights, jump, 41–42 Hero actors, 87–88 Holdun, Andrew, 18–22 Hunt, Nathan, 100–105 I U L T I M A T E G A M E D E S I G N Independent <strong>game</strong> studios, opening, 274–276 Industry economics, 276 magazine, 287–288 Industry-related sites, 288 Information, reference, 285–293 agents and recruiters, 289 breaking in!, 288 COPPA guidelines, 289 design document reference, 289 education, 286–287 events, 287 industry magazine, 287–288 industry-related sites, 288 job sites, 289 organizations, 288 outsourced testing services, 290 recommended reading, 291 recommended sites, 290–291 recommended topics for further research and reference, 292–293 self-publishing, 290 TV programming, 289 Installation, server, 191 Intel, 244–245 Intellectual property rights holders (IPRHs), 206 Interfaces detailing, 95–96 <strong>game</strong>, 118 UBO <strong>game</strong>, 322–326 Interior to Exterior transitions, 12 Internet service providers (ISPs), 194 Interviews with Andrew Forslund, 159–163 Andrew Holdun, 18–22 Nathan Hunt, 100–105 John Kreng, 46–51 Aaron Odland, 130–134 Bill Roper, 259–264 Rick Sanchez, 80–84 Dave Warhol, 232–234 Michael Weiner, 209–212 Melinda White, 181–185 you, 283–284 IPRHs (intellectual property rights holders), 206 ISPs (Internet service providers), 194 Items/power-ups and placement, types of, 94–95 J JavaScript sample, 139 Job sites, 289 Jump heights, 41–42 K Kreng, John, 46–51 L Languages, scripting, 300 Latency, 194, 197–198 Layout and staging, 318 Layout details, start checking, 37 LeapFrog, 244–245 Level; See also Post level stubbing considerations Level blocking, paper-based, 13–17 Level building, mapping or, 319 Level, checking character flow throughout, 40–41 Level editing, 297–298
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A BOUT THE AUTHOR Tom Meigs is a ga
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Brandon A. Nordin Scott Rogers Wend
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2 THE game design process begins by
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