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Ultimate Game Design : Building game worlds

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Level execution, case study comments on, 45–46<br />

Level goals enhancing <strong>game</strong> vision, 45<br />

Level mistakes, avoiding common, 30–31<br />

Level of detail (LOD), 122<br />

Level planning and building, 23–52<br />

case study comments on level execution, 45–46<br />

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

interview with John Kreng, 46–51<br />

level stubbing walk-through, 31–37<br />

planning level work, 26–31<br />

post level stubbing considerations, 38–45<br />

Level stubbing walk-through, 31–37<br />

building mesh from contour lines, 35<br />

creating contour lines, 34–35<br />

start checking layout details, 37<br />

utilizing file referencing to build up and populate<br />

levels, 35–37<br />

working from topographic sketches, 33–34<br />

Level work, planning, 26–31<br />

avoiding common level mistakes, 30–31<br />

prefabricated geometry and modularity, 27–28<br />

scale and grid sizing considerations, 28–30<br />

Levels<br />

architecture for <strong>game</strong>, 5–6<br />

early evolution of, 42–43, 43–44<br />

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

35–37<br />

Libraries, <strong>game</strong> dynamics, 300<br />

Licensing defined, 111<br />

Light color, 59<br />

Light trigger, 149–150<br />

Lighting, 53, 55–63<br />

basic types, 59–60<br />

falloff, 62<br />

light color, 59<br />

lighting falloff, 62<br />

lighting strengths or multipliers, 60–62<br />

position, 58–59<br />

setups, 62–63<br />

strengths or multipliers, 60–62<br />

three sample lighting setups, 62–63<br />

types, 59–60<br />

Lights<br />

animating, 64<br />

directional, 60<br />

point or ambient, 60<br />

Line of sight trigger, 146<br />

Lines<br />

building mesh from contour, 35<br />

creating contour, 34–35<br />

Loading, case study comments on actor, 99–100<br />

LOD (level of detail), 122<br />

Loops, developmental team feedback, 175–177<br />

M<br />

I N D E X 341<br />

Magazine, industry, 287–288<br />

Major League Baseball (MLB), 111, 330<br />

Mapping or level building, 319<br />

Maps, quick topographic, 13–17<br />

Market research, <strong>game</strong> industry, 290<br />

Marketing departments, 282<br />

Marketing, exploring, 307<br />

Markets, building cell phone gaming, 228–229<br />

Material, reference, 310–316<br />

Material trigger, 148–149<br />

Mattel, 244–245<br />

Maya Embedded Language (MEL), 77<br />

Mechanics<br />

MMOG play, 199–200<br />

puzzle <strong>game</strong>, 116<br />

workings of primary, 45<br />

MEL (Maya Embedded Language), 77<br />

Mesh<br />

building from contour lines, 35<br />

geometry and, 31<br />

Message trigger, 149<br />

Microsoft, 244–245<br />

Middleware, 298<br />

MIDP (Mobile Information Device Profile), 219<br />

Mistakes, avoiding common level, 30–31<br />

MLB (Major League Baseball), 111, 330<br />

MMOG, cost and support considerations for,<br />

191–193<br />

bandwidth support issues, 192<br />

COPPA issues, 193<br />

database/backend construction and<br />

maintenances, 192<br />

hardware support and maintenance, 192<br />

QA costs, 192–193<br />

security and attack issues, 193<br />

server installation and redundancy, 191<br />

worldwide support staff, 193<br />

MMOG design features, 197–200<br />

latency, 197–198<br />

MMOG play mechanics, 199–200<br />

modularity, 198<br />

monitoring, 198<br />

pace and balance, 198–199

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