Planning level work, 26–31 Plans, writing test, 172–173 Play mechanics, MMOG, 199–200 Play-test feedback, 165, 173–178 Player control, RTS <strong>game</strong>s and, 117 Player creation screen, 323 Players console, 189 MMOG, 189 using complex strategy, 119 POC (proof of concept), 37, 129 Point or ambient lights, 60 Points power-up, 7 spawn, 87 stock, 7 Post level stubbing considerations, 38–45 adapting architecture and terrain to <strong>game</strong>s, 39–40 checking character flow throughout level, 40–41 early evolution of levels, 43–44 hazards, 41–42 importance of early feedback, 44 jump heights, 41–42 keeping big <strong>game</strong> picture in view, 42–43 level goals enhancing <strong>game</strong> vision, 45 scale, 41–42 workings of primary mechanics, 45 Power-up points, 7 Power-ups; See Items/power-ups Prefabricated geometry and modularity, 27–28 Previsualization, 1–22 case study comments on, 17–18 case study comments on previsualization, 17–18 interview with Andrew Holdun, 18–22 introducing previsualization process, 3 paper-based level blocking, 13–17 step-by-step previsualization, 3–8 Previsualization function, 8–12 Interior to Exterior, 12 reinforcing mood, 12 room flow, 11–12 Previsualization process, 2, 3 Previsualization, step-by-step, 3–8 architecture for <strong>game</strong> levels, 5–6 basic environmental design, 6–8 utilizing environmental references and sketches, 4–5 Primary mechanic, workings of, 45 Problems, common camera, 98–99 Product development departments, 279 Production, 271–273 as career choice, 272–273 exploring, 304 risks for MMOG, 190–191 Production challenges, MMOG, 188–193 Production tools, 298–299 Programming departments, 281 exploring <strong>game</strong>, 305 <strong>game</strong>, 266–268 TV, 289 Programming language for console/PC, 300–301 Proof of concept (POC), 37, 129 Props, 15–16, 85 placing, 93 and their uses, 92–93 using, 93 Prototyping, <strong>game</strong>, 37–38 Publishers; See Uber-publishers Publishing; See Self-publishing Puzzle <strong>game</strong> mechanics, 116 Puzzle <strong>game</strong>s, 114–116 developing, 116 Python sample, 140 Q QA costs, 192–193 QA (quality assurance), 165, 166–173 bug tracking, 168–170 as career choice, 274 case study comments on impact of, 179–180 exploring, 306 interview with Melinda White, 181–185 QA setups, 168 technical support, 170 testing MMOGs, 171 three-stage completion process, 172 writing test plan, 172–173 Quick modeling, 317–318 Quick topic summary for designers, 309–320 R Ramp, difficulty, 88 Rate, frame, 6 I N D E X 343
<strong>Building</strong> <strong>Game</strong> Worlds 344 U L T I M A T E G A M E D E S I G N Reader, interview with you, the, 283–284 Reading, recommended, 291 Real-time strategy (RTS), 116–120 Recommended reading, 291 Recommended topics for further research and reference, 292–293 Recruiters, agents and, 289 Reference design document, 289 material, 310–316 recommended topics for further research and, 292–293 Reference information, 285–293 agents and recruiters, 289 breaking in!, 288 COPPA guidelines, 289 design document reference, 289 education, 286–287 events, 287 <strong>game</strong> industry market research and reports, 290 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 References, utilizing environmental, 4–5 Relations, exploring business, 307 Reports, <strong>game</strong> industry market research and, 290 Research <strong>game</strong> industry market, 290 recommended topics for further, 292–293 Reward value; See Risk/reward value Risk/reward value, 89 Risks, production, 190–191 Role definition for <strong>game</strong> designers, 240–243 Role-playing <strong>game</strong>s (RPGs), 120–121 Room flow, 11–12 Roper, Bill, 259–264 RPGs (role-playing <strong>game</strong>s), 120–121 RTS <strong>game</strong>s and player control, 117 RTS <strong>game</strong>s are extremely asset-intensive, 117 RTS (real-time strategy) <strong>game</strong>s, 116–120 S Sample, JavaScript, 139 Samples Perl, 140 Python, 140 Visual Basic, 139 Sanchez, Rick, 80–84 Scale, 41–42 and grid sizing considerations, 28–30 Screens early <strong>game</strong> setup, 324 player creation, 323 Script/editing system considerations, 153–154 Script pipeline, 92 Scripted events, 17 Scripted props, 92 Scripting, 318 languages, 300 Scripting action events, 135–164 applied scripting examples, 140–143 building behaviors, 150–151 case study comments on scripting baseball <strong>game</strong>s, 154–159 engine solutions and Unreal engines, 151–152 interview with Andrew Forslund, 159–163 script/editing system considerations, 153–154 scripting technology choices, 137–140 using triggers, 144–150 Scripting baseball <strong>game</strong>s, case study comments on, 154–159 catching, 158–159 fielding, 156–157 general, 155 hitting, 157–158 pitching, 156 Scripting examples, applied, 140–143 NPC conversation templates, 140–141 shooter flying patterns, 141–143 Scripting technology choices, 137–140 JavaScript sample, 139 Perl sample, 140 Python sample, 140 Visual Basic sample, 139 Security and attack issues, 193 Self-publishing, 290 Server installation and redundancy, 191 Setup screen, early <strong>game</strong>, 324 Setups, three sample lighting, 62–63
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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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