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Ultimate Game Design : Building game worlds

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

48<br />

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

As a matter of fact, these skills that I mentioned were what got me out of “QA hell” and into my<br />

first design assignment as assistant <strong>game</strong> designer for The Mask on [Super Nintendo Entertainment<br />

System] SNES. I was walking past an artist’s office and I heard him cussing up a storm. I asked him<br />

what was wrong. He told me that he was having a hard time with an animation of a character that<br />

was throwing a kick. I asked him if I could look at it. So he showed it to me. It was a character that<br />

was throwing a jump spin hook kick. He told me that it needed to be faster and it did not look<br />

powerful. So I told him to eliminate a couple frames at the point where the character is about to<br />

make contact, extend his hips more so his body will look more elongated, and tuck or bend in the<br />

nonkicking foot to give the illusion of height. He didn’t believe me since he thought I was a lowly tester.<br />

So I demonstrated the technique for him in his office and showed him the points I was referring to. I<br />

left him alone so he could digest all that I was tossing at him and thought to myself, “He won’t listen<br />

to me. I’m just a lowly tester in his eyes.” Not too much later he comes to grab me to go to his office.<br />

He showed me what he corrected and asked if this was along the lines of what I was explaining to<br />

him. Wow! He took my advice. The artist showed the other artists what changes he made and they<br />

all liked it. The artist was nice enough to tell the rest of the team that I helped him out with it. Not<br />

much later, other artists were coming in to ask me for advice.<br />

I remember when I was first picked up as a regular performer at The Comedy Store, which was<br />

like a comedy college, and I would just hang out just to listen to stories that the comedians would talk<br />

about. I was like a sponge and would just take everything in. Comedians like Sam Kinison, Arsenio<br />

Hall, Damon Wayans, George Carlin, Richard Pryor, etc. And what I got from listening to them was<br />

that all you need do is experience life personally and first hand, no matter what you do in life. This<br />

way you can recall your experiences first hand, and it resonates much clearer and stronger when you<br />

express it. If you are going to create a world or environment for your <strong>game</strong>, how are you going to<br />

make it truly effective if you haven’t really experienced life yourself?<br />

TM: What general “method of attack” would you suggest when building up a <strong>game</strong> design?<br />

JK: I ask myself the following questions: What do I want the player to experience? How is the player<br />

going to experience these emotions? How do all these experiences fit into a single <strong>game</strong>? What makes this<br />

<strong>game</strong> different than the rest of the <strong>game</strong>s that are out there? What elements will totally immerse the player<br />

into your <strong>game</strong> environment? What will keep your player coming back for more? Are you creating a subculture<br />

with this <strong>game</strong>? What are the rewards for each level or victory? Are the rewards worthy of the journey the<br />

player has to go through, or are they a letdown? I like to go at my designing process this way, by asking<br />

these questions, because you build the <strong>game</strong> around the emotions you want the players to experience. I<br />

feel this is a more organic approach.<br />

TM: You’ve done plenty of work in the fighting genre (no surprise), what are some primary design<br />

considerations for fight <strong>game</strong>s? How do you bring your expansive fight knowledge to gaming?<br />

JK: I bring a certain understanding of techniques that a normal person would not know about. I<br />

have seen, read about, and studied many different systems that are out there throughout my 30 years<br />

in the martial arts. After a while, you have developed a mind that sees things that you know will look<br />

effective on the screen. To others who do not know martial arts, it is simply a way to kick someone’s<br />

ass. There’s much more to it than that.<br />

TM: What do you like most and least in the next-generation (modern) fight <strong>game</strong>s you’ve seen?<br />

JK: Unfortunately, they are all the same. It seems as if everyone is extracting from the same Jackie<br />

Chan and Yuen Woo Ping films. Graphics are nicer and much smoother than from the 8- and 16-bit

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