Ultimate Game Design : Building game worlds
Ultimate Game Design : Building game worlds
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