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Ultimate Game Design : Building game worlds

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Planning level work, 26–31<br />

Plans, writing test, 172–173<br />

Play mechanics, MMOG, 199–200<br />

Play-test feedback, 165, 173–178<br />

Player control, RTS <strong>game</strong>s and, 117<br />

Player creation screen, 323<br />

Players<br />

console, 189<br />

MMOG, 189<br />

using complex strategy, 119<br />

POC (proof of concept), 37, 129<br />

Point or ambient lights, 60<br />

Points<br />

power-up, 7<br />

spawn, 87<br />

stock, 7<br />

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

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

checking character flow throughout level, 40–41<br />

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

hazards, 41–42<br />

importance of early feedback, 44<br />

jump heights, 41–42<br />

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

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

scale, 41–42<br />

workings of primary mechanics, 45<br />

Power-up points, 7<br />

Power-ups; See Items/power-ups<br />

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

Previsualization, 1–22<br />

case study comments on, 17–18<br />

case study comments on previsualization, 17–18<br />

interview with Andrew Holdun, 18–22<br />

introducing previsualization process, 3<br />

paper-based level blocking, 13–17<br />

step-by-step previsualization, 3–8<br />

Previsualization function, 8–12<br />

Interior to Exterior, 12<br />

reinforcing mood, 12<br />

room flow, 11–12<br />

Previsualization process, 2, 3<br />

Previsualization, step-by-step, 3–8<br />

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

basic environmental design, 6–8<br />

utilizing environmental references and<br />

sketches, 4–5<br />

Primary mechanic, workings of, 45<br />

Problems, common camera, 98–99<br />

Product development departments, 279<br />

Production, 271–273<br />

as career choice, 272–273<br />

exploring, 304<br />

risks for MMOG, 190–191<br />

Production challenges, MMOG, 188–193<br />

Production tools, 298–299<br />

Programming<br />

departments, 281<br />

exploring <strong>game</strong>, 305<br />

<strong>game</strong>, 266–268<br />

TV, 289<br />

Programming language for console/PC, 300–301<br />

Proof of concept (POC), 37, 129<br />

Props, 15–16, 85<br />

placing, 93<br />

and their uses, 92–93<br />

using, 93<br />

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

Publishers; See Uber-publishers<br />

Publishing; See Self-publishing<br />

Puzzle <strong>game</strong> mechanics, 116<br />

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

developing, 116<br />

Python sample, 140<br />

Q<br />

QA costs, 192–193<br />

QA (quality assurance), 165, 166–173<br />

bug tracking, 168–170<br />

as career choice, 274<br />

case study comments on impact of, 179–180<br />

exploring, 306<br />

interview with Melinda White, 181–185<br />

QA setups, 168<br />

technical support, 170<br />

testing MMOGs, 171<br />

three-stage completion process, 172<br />

writing test plan, 172–173<br />

Quick modeling, 317–318<br />

Quick topic summary for designers, 309–320<br />

R<br />

Ramp, difficulty, 88<br />

Rate, frame, 6<br />

I N D E X 343

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