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Ultimate Game Design : Building game worlds

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<strong>Building</strong> <strong>Game</strong> Worlds<br />

346<br />

crowd, 146–147<br />

defined, 144<br />

fearthis, 145–146<br />

light, 149–150<br />

line of sight, 146<br />

material, 148–149<br />

message, 149<br />

shoot, 144<br />

weather effects, 147–148<br />

Tuning<br />

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

defined, 111<br />

sports <strong>game</strong>s require heavy, 111<br />

TV programming, 289<br />

U<br />

Uber-publishers, 247<br />

UBO (<strong>Ultimate</strong> Baseball Online), 206, 322<br />

batting order, 325–326<br />

case study comments on challenges for, 206–209<br />

early <strong>game</strong> setup screen, 324<br />

<strong>game</strong> details, 324–325<br />

<strong>game</strong> interface, 322–326<br />

player creation screen, 323<br />

position selection, 325–326<br />

UBO (<strong>Ultimate</strong> Baseball Online) gallery, 321–333<br />

baseball stadiums, 330–332<br />

basic character construction, 326–329<br />

<strong>game</strong> action, 332–333<br />

UBO <strong>game</strong> interface, 322–326<br />

UI (user interface), 95<br />

Unit-intensive, simulators are, 123<br />

Unreal engines, engines solutions and, 151–152<br />

User interface (UI), 95<br />

V<br />

U L T I M A T E G A M E D E S I G N<br />

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

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

Visual Basic sample, 139<br />

W<br />

Warhol, Dave, 232–234<br />

Weather effects trigger, 147–148<br />

Web, 3-D construction for, 299<br />

Web <strong>game</strong> entertainment with physical counterparts,<br />

248–250<br />

importance of new opportunities for<br />

developers, 250<br />

toys and card <strong>game</strong>s go online, 249<br />

Weiner, Michael, 209–212<br />

White, Melinda, 181–185<br />

Wireless<br />

case study comments on infancy of, 230–232<br />

development, 301<br />

opportunities in, 229–230<br />

toy networks, 226–227<br />

Wireless gaming, cell phones and, 215–235<br />

case study comments on infancy of wireless,<br />

230–232<br />

impending boom, 217–222<br />

interview with Dave Warhol, 232–234<br />

Work, planning level, 26–31<br />

Work tools, summary of designer’s, 128<br />

Worksheet, career guideline, 303–307<br />

Writing<br />

design document, 316–317<br />

fast code, 268<br />

test plans, 172–173<br />

Y<br />

You, interview with, 283–284

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