Ultimate Game Design: Building Game Worlds / Edition 1

Ultimate Game Design: Building Game Worlds / Edition 1

ISBN-10:
0072228997
ISBN-13:
9780072228991
Pub. Date:
05/19/2003
Publisher:
Osborne
ISBN-10:
0072228997
ISBN-13:
9780072228991
Pub. Date:
05/19/2003
Publisher:
Osborne
Ultimate Game Design: Building Game Worlds / Edition 1

Ultimate Game Design: Building Game Worlds / Edition 1

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Overview

Publisher's Note: Products purchased from Third Party sellers are not guaranteed by the publisher for quality, authenticity, or access to any online entitlements included with the product.




Create game worlds with professional techniques and insights offered by one of the gaming industry giants, Tom Meigs, who has worked at THQ, Sony, and Disney


Build games with techniques and insights from a pro. Author and game developer Tom Meigs shows you the finer points of world building and behavior scripting. Learn about level stubbing, lighting, prop and item placement, camera tricks, particle and effects systems, communication loops, Massively Multiplayer Online Games, and much more.

Product Details

ISBN-13: 9780072228991
Publisher: Osborne
Publication date: 05/19/2003
Series: In-Depth Programming and Web Development Ser.
Pages: 368
Product dimensions: 7.00(w) x 9.00(h) x 1.00(d)

About the Author

McGraw-Hill authors represent the leading experts in their fields and are dedicated to improving the lives, careers, and interests of readers worldwide

Table of Contents

AcknowledgmentsXVII
IntroductionXIX
1Previsualization1
Introducing the Previsualization Process3
Step-by-Step Previsualization3
Utilizing Environmental References and Sketches4
Architecture for Game Levels5
Basic Environmental Design6
Function8
Room Flow11
Interior to Exterior12
Reinforcing Mood12
Paper-Based Level Blocking13
Quick Topographic Maps13
Case Study Comments on Previsualization17
Mega Tips22
2Level Planning and Building23
Planning Your Level Work26
Prefabricated Geometry and Modularity27
Scale and Grid Sizing Considerations28
Avoiding Common Level Mistakes30
Level Stubbing Walk-Through31
Step 1Working from Your Topographic Sketches33
Step 2Create Contour Lines34
Step 3Build a Mesh from Your Contour Lines35
Step 4Utilize File Referencing to Build Up and Populate Your Level35
Step 5Start Checking Layout Details37
Game Prototyping37
Post Level Stubbing Considerations38
Adapting Architecture and Terrain to Games39
Checking Character Flow Throughout a Level40
Jump Heights, Hazards, and Scale41
Keeping the Big Game Picture in View42
The Early Evolution of Levels43
The Importance of Early Feedback44
Are Your Level Goals Enhancing Your Game Vision?45
Case Study Comments on Level Execution45
Mega Tips51
3Lighting, Texturing, Particles, Effects, and Audio53
Lighting55
Position58
Light Color59
Basic Lighting Types59
Lighting Strengths or Multipliers60
Lighting Falloff62
Three Sample Lighting Setups62
Animating Lights64
Texturing64
Using Textures Well66
Particles67
Using Particle Emitters68
Exporting Particles and Dynamics Information69
Effects72
Audio74
Pushing Game Audio Further76
Design Tools Shift76
Case Study Comments on Cornerstone Elements78
The Moonlight Forest Example79
Mega Tips83
4Actors, Props, Items, and Camera Details85
Placing Actors87
Hero Actors87
Enemy Actors88
NPC Actors90
Boss Actors91
Types of Props and Their Use92
Using Props93
Placing Props93
Types of Items/Power-Ups and Placement94
Camera Considerations95
Interface Detailing95
Floating Cameras96
Fixed Cameras97
Special-Case Cameras97
Common Camera Problems98
Case Study Comments on Actor Loading and Camera Tuning99
Mega Tips105
5Design by Genre107
Sports Games109
Fighting Games112
Puzzle Games114
Real-time Strategy Games116
Role-Playing Games120
First- or Third-Person Action Games121
Simulations123
Creating Cinematics125
Developing Backstory125
Creating Dialog126
Summary of Designer's Work Tools128
Case Study Comments on Design Flux129
Mega Tips133
6Scripting Action Events135
Scripting Technology Choices137
JavaScript Sample139
Visual Basic Sample139
Python Sample140
Perl Sample140
Applied Scripting Examples140
NPC Conversation Templates140
Shooter Flying Patterns141
Using Triggers144
Fearthis145
Line of Sight146
Crowd146
Weather Effects147
Counter148
Material148
Audio149
Message149
Light149
Building Behaviors150
Creature Creator150
Engine Solutions and the Unreal Engine151
Script/Editing System Considerations153
Case Study Comments on Scripting a Baseball Game154
General155
Pitching156
Fielding156
Hitting157
Catching158
Mega Tips163
7Quality Assurance and Play-Test Feedback165
Quality Assurance166
QA Setups168
Bug Tracking168
Technical Support170
Testing MMOGs171
A Three-Stage Completion Process172
Writing a Test Plan172
Play-Test Feedback173
Managing Feedback175
Listening to Feedback177
Impact of Play-Test Feedback on Daily Design Tasks178
Case Study Comments on the Impact of QA179
Mega Tips184
8Design Considerations for Massively Multiplayer Online Games187
MMOG Production Challenges188
Defining Titles189
How Is the MMOG Player Different from the Console Player?189
Saturation Concerns for the MMOG190
Pure Production Risks for the MMOG190
Cost and Support Considerations for the MMOG191
MMOG Construction Factors and Solutions194
General MMOG Structures194
MMOG Design Factors197
Latency197
Modularity198
Monitoring198
Tools Support198
Special Events198
Pace and Balance198
Player Dropout/Lost Connections199
MMOG Play Mechanics199
MMOGs and Design Orientation200
MMOG Genre Growth201
NPCs and Familiars201
Isolating MMOG Strengths201
MMOG Player Categories202
Deep Social Factors202
Current Challenges203
Sports Fans or Groups and MMOGs203
MMOG Opportunities205
Case Study Comments on Challenges for UBO206
Mega Tips212
9Cell Phones and Wireless Gaming215
The Impending Boom217
Global Competition219
Development Considerations220
Design Issues for Cell Phones222
Multiplay Cell Phone Gaming226
Wireless Toy Networks226
Building the Cell Phone Gaming Market228
Opportunities in Wireless229
Case Study Comments on Development Factors in the Infancy of Wireless230
Mega Tips234
10Getting Started in Game Development237
Why Diversify?239
Role Definition for Game Designers240
Growth Areas and New Opportunities244
Microsoft, Mattel, Intel, and LeapFrog244
Challenges for PC Toys245
Advergames246
Interesting Trends for the Near Future247
Web Game Entertainment with Physical Counterparts248
Toys and Card Games Go Online249
The Importance of New Opportunities for Developers250
Anecdotes from the Game Development Frontlines250
Think Fish251
Sacking Sanka252
Case Study Comments on Final Thoughts for Designers253
Creating Your Perspective and Maintaining Your Passion257
Mega Tips264
11Game Development Career Choices265
Programming266
Game Programming as a Career Choice267
Art268
Game Artist as a Career Choice269
Design270
Game Designer as a Career Choice271
Production271
Production as a Career Choice272
Audio273
Audio Composer and Engineer as a Career Choice273
Quality Assurance274
QA as a Career Choice274
Opening an Independent Game Studio274
Joining a Game Developer276
Industry Economics276
Game Development Studio Breakdown276
Executive Department277
Product Development Department279
Creative Department279
Programming or Technical Department281
Marketing Department282
Breakdown Conclusions282
Case Study Comments on the Testing Doorway282
Mega Tips284
AReference Information285
Education286
Events287
Industry Magazine287
Industry-Related Sites288
Organizations288
Breaking In!288
Agents and Recruiters289
Job Sites289
Design Document Reference289
TV Programming289
COPPA Guidelines289
Self-Publishing290
Outsourced Testing Services290
Game Industry Market Research and Reports290
Recommended Sites290
Recommended Reading291
Recommended Topics for Further Research and Reference292
BTools Discussed295
3-D Modeling Packages296
Art Tools297
Level Editing297
Middleware298
Production Tools298
Sound Editing Tools299
3-D Construction for the Web299
Scripting Languages300
Game Dynamics Libraries300
Motion Tracking300
Programming Language for Console/PC300
MMOG Box Solutions301
Wireless Development301
Introducing Children to Game Design301
CCareer Guideline Worksheet303
If You Want to Explore Production304
If You Want to Explore Game Art Construction305
If You Want to Explore Game Programming305
If You Want to Explore Quality Assurance306
If You Want to Explore Game Audio306
If You Want to Explore Business Relations or Marketing307
DQuick Topic Summary for Designers309
Reference Material310
Design Document Writing316
Quick Modeling317
Layout and Staging318
Scripting318
Mapping or Level Building319
Audio319
Testing319
Support Software320
Team Focus320
EUltimate Baseball Online Gallery321
UBO Game Interface322
Player Creation Screen323
Early Game Setup Screen324
Game Details324
Position Selection and Batting Order325
Basic Character Construction326
The Motion Capture Process328
Baseball Stadiums330
Game Action332
Index335
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