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Ultimate Game Design : Building game worlds

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

74<br />

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

signifiers. Tell the player something with the effect detailing that you add to a prop.<br />

Don’t just use an effect to use an effect. You must use effects sparingly so that you<br />

don’t diminish performance.<br />

You have to learn to manage how often, and in what ways, you add effects to props.<br />

In the end, again, it’s all a matter of balance. If you use the same effect on every prop, it<br />

quickly loses any impact it might have otherwise had. You have to learn to use prop<br />

effects to highlight and emphasize. Every prop is not deserving of emphasis. Setting<br />

some props out ahead of others by giving them special qualities helps to keep your<br />

universe diversified, and will definitely help to reduce visual boredom.<br />

A UDIO<br />

It has almost been a tradition in <strong>game</strong> development to ignore audio until the very last<br />

minute, and then cripple the chances that audio can make an important contribution to a<br />

<strong>game</strong> by providing audio developers with nearly nonexistent resources. The importance<br />

of audio in <strong>game</strong>s has been vastly underappreciated for far too long. However, thankfully,<br />

this handling of audio is changing for good. <strong>Game</strong> audio has reached a new era.<br />

Audio will have to continue to evolve if <strong>game</strong> publishers and developers want to deliver<br />

competitive <strong>game</strong> entertainment content. The change toward supporting audio fully and<br />

completely can’t happen quickly enough for me. Audio is not merely an “add-on”<br />

tacked to the end of a project; it is a critical aspect of delivering exciting <strong>game</strong> content.<br />

Some of the design tools mentioned previously allow you to attach audio events to<br />

models or to place sounds in a scene. Some go further, letting you tune the “range”<br />

within which the audio event is perceptible to your hero character, for instance. This<br />

setting determines from how far away your hero character (or player’s avatar) can<br />

“hear” a given audio event.<br />

<strong>Game</strong> audio is sometimes used as a clue element. I’ve found that an audio clue works<br />

best when used together with another kind of visual clue (such as bloody tracks).<br />

Knowing that you’re near a waterfall because you can hear it, for example, helps to<br />

keep a player oriented.<br />

Next to visuals, audio is your best ally in transferring mood in support of <strong>game</strong>play.<br />

The following are some types of audio that you can use to support <strong>game</strong>play:<br />

� Audio that scores cinematics (movie snippets), segues, and level transitions<br />

� Ambient or environmental effects audio<br />

� Special effects audio<br />

� Music to accent dramatic points in the <strong>game</strong><br />

� Character dialogue<br />

� Interface audio

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