Acknowledgments | p. XVII |
Introduction | p. XIX |
Previsualization | p. 1 |
Introducing the Previsualization Process | p. 3 |
Step-by-Step Previsualization | p. 3 |
Utilizing Environmental References and Sketches | p. 4 |
Architecture for Game Levels | p. 5 |
Basic Environmental Design | p. 6 |
Function | p. 8 |
Room Flow | p. 11 |
Interior to Exterior | p. 12 |
Reinforcing Mood | p. 12 |
Paper-Based Level Blocking | p. 13 |
Quick Topographic Maps | p. 13 |
Case Study Comments on Previsualization | p. 17 |
Mega Tips | p. 22 |
Level Planning and Building | p. 23 |
Planning Your Level Work | p. 26 |
Prefabricated Geometry and Modularity | p. 27 |
Scale and Grid Sizing Considerations | p. 28 |
Avoiding Common Level Mistakes | p. 30 |
Level Stubbing Walk-Through | p. 31 |
Working from Your Topographic Sketches | p. 33 |
Create Contour Lines | p. 34 |
Build a Mesh from Your Contour Lines | p. 35 |
Utilize File Referencing to Build Up and Populate Your Level | p. 35 |
Start Checking Layout Details | p. 37 |
Game Prototyping | p. 37 |
Post Level Stubbing Considerations | p. 38 |
Adapting Architecture and Terrain to Games | p. 39 |
Checking Character Flow Throughout a Level | p. 40 |
Jump Heights, Hazards, and Scale | p. 41 |
Keeping the Big Game Picture in View | p. 42 |
The Early Evolution of Levels | p. 43 |
The Importance of Early Feedback | p. 44 |
Are Your Level Goals Enhancing Your Game Vision? | p. 45 |
Case Study Comments on Level Execution | p. 45 |
Mega Tips | p. 51 |
Lighting, Texturing, Particles, Effects, and Audio | p. 53 |
Lighting | p. 55 |
Position | p. 58 |
Light Color | p. 59 |
Basic Lighting Types | p. 59 |
Lighting Strengths or Multipliers | p. 60 |
Lighting Falloff | p. 62 |
Three Sample Lighting Setups | p. 62 |
Animating Lights | p. 64 |
Texturing | p. 64 |
Using Textures Well | p. 66 |
Particles | p. 67 |
Using Particle Emitters | p. 68 |
Exporting Particles and Dynamics Information | p. 69 |
Effects | p. 72 |
Audio | p. 74 |
Pushing Game Audio Further | p. 76 |
Design Tools Shift | p. 76 |
Case Study Comments on Cornerstone Elements | p. 78 |
The Moonlight Forest Example | p. 79 |
Mega Tips | p. 83 |
Actors, Props, Items, and Camera Details | p. 85 |
Placing Actors | p. 87 |
Hero Actors | p. 87 |
Enemy Actors | p. 88 |
NPC Actors | p. 90 |
Boss Actors | p. 91 |
Types of Props and Their Use | p. 92 |
Using Props | p. 93 |
Placing Props | p. 93 |
Types of Items/Power-Ups and Placement | p. 94 |
Camera Considerations | p. 95 |
Interface Detailing | p. 95 |
Floating Cameras | p. 96 |
Fixed Cameras | p. 97 |
Special-Case Cameras | p. 97 |
Common Camera Problems | p. 98 |
Case Study Comments on Actor Loading and Camera Tuning | p. 99 |
Mega Tips | p. 105 |
Design by Genre | p. 107 |
Sports Games | p. 109 |
Fighting Games | p. 112 |
Puzzle Games | p. 114 |
Real-time Strategy Games | p. 116 |
Role-Playing Games | p. 120 |
First- or Third-Person Action Games | p. 121 |
Simulations | p. 123 |
Creating Cinematics | p. 125 |
Developing Backstory | p. 125 |
Creating Dialog | p. 126 |
Summary of Designer's Work Tools | p. 128 |
Case Study Comments on Design Flux | p. 129 |
Mega Tips | p. 133 |
Scripting Action Events | p. 135 |
Scripting Technology Choices | p. 137 |
JavaScript Sample | p. 139 |
Visual Basic Sample | p. 139 |
Python Sample | p. 140 |
Perl Sample | p. 140 |
Applied Scripting Examples | p. 140 |
NPC Conversation Templates | p. 140 |
Shooter Flying Patterns | p. 141 |
Using Triggers | p. 144 |
Fearthis | p. 145 |
Line of Sight | p. 146 |
Crowd | p. 146 |
Weather Effects | p. 147 |
Counter | p. 148 |
Material | p. 148 |
Audio | p. 149 |
Message | p. 149 |
Light | p. 149 |
Building Behaviors | p. 150 |
Creature Creator | p. 150 |
Engine Solutions and the Unreal Engine | p. 151 |
Script/Editing System Considerations | p. 153 |
Case Study Comments on Scripting a Baseball Game | p. 154 |
General | p. 155 |
Pitching | p. 156 |
Fielding | p. 156 |
Hitting | p. 157 |
Catching | p. 158 |
Mega Tips | p. 163 |
Quality Assurance and Play-Test Feedback | p. 165 |
Quality Assurance | p. 166 |
QA Setups | p. 168 |
Bug Tracking | p. 168 |
Technical Support | p. 170 |
Testing MMOGs | p. 171 |
A Three-Stage Completion Process | p. 172 |
Writing a Test Plan | p. 172 |
Play-Test Feedback | p. 173 |
Managing Feedback | p. 175 |
Listening to Feedback | p. 177 |
Impact of Play-Test Feedback on Daily Design Tasks | p. 178 |
Case Study Comments on the Impact of QA | p. 179 |
Mega Tips | p. 184 |
Design Considerations for Massively Multiplayer Online Games | p. 187 |
MMOG Production Challenges | p. 188 |
Defining Titles | p. 189 |
How Is the MMOG Player Different from the Console Player? | p. 189 |
Saturation Concerns for the MMOG | p. 190 |
Pure Production Risks for the MMOG | p. 190 |
Cost and Support Considerations for the MMOG | p. 191 |
MMOG Construction Factors and Solutions | p. 194 |
General MMOG Structures | p. 194 |
MMOG Design Factors | p. 197 |
Latency | p. 197 |
Modularity | p. 198 |
Monitoring | p. 198 |
Tools Support | p. 198 |
Special Events | p. 198 |
Pace and Balance | p. 198 |
Player Dropout/Lost Connections | p. 199 |
MMOG Play Mechanics | p. 199 |
MMOGs and Design Orientation | p. 200 |
MMOG Genre Growth | p. 201 |
NPCs and Familiars | p. 201 |
Isolating MMOG Strengths | p. 201 |
MMOG Player Categories | p. 202 |
Deep Social Factors | p. 202 |
Current Challenges | p. 203 |
Sports Fans or Groups and MMOGs | p. 203 |
MMOG Opportunities | p. 205 |
Case Study Comments on Challenges for UBO | p. 206 |
Mega Tips | p. 212 |
Cell Phones and Wireless Gaming | p. 215 |
The Impending Boom | p. 217 |
Global Competition | p. 219 |
Development Considerations | p. 220 |
Design Issues for Cell Phones | p. 222 |
Multiplay Cell Phone Gaming | p. 226 |
Wireless Toy Networks | p. 226 |
Building the Cell Phone Gaming Market | p. 228 |
Opportunities in Wireless | p. 229 |
Case Study Comments on Development Factors in the Infancy of Wireless | p. 230 |
Mega Tips | p. 234 |
Getting Started in Game Development | p. 237 |
Why Diversify? | p. 239 |
Role Definition for Game Designers | p. 240 |
Growth Areas and New Opportunities | p. 244 |
Microsoft, Mattel, Intel, and LeapFrog | p. 244 |
Challenges for PC Toys | p. 245 |
Advergames | p. 246 |
Interesting Trends for the Near Future | p. 247 |
Web Game Entertainment with Physical Counterparts | p. 248 |
Toys and Card Games Go Online | p. 249 |
The Importance of New Opportunities for Developers | p. 250 |
Anecdotes from the Game Development Frontlines | p. 250 |
Think Fish | p. 251 |
Sacking Sanka | p. 252 |
Case Study Comments on Final Thoughts for Designers | p. 253 |
Creating Your Perspective and Maintaining Your Passion | p. 257 |
Mega Tips | p. 264 |
Game Development Career Choices | p. 265 |
Programming | p. 266 |
Game Programming as a Career Choice | p. 267 |
Art | p. 268 |
Game Artist as a Career Choice | p. 269 |
Design | p. 270 |
Game Designer as a Career Choice | p. 271 |
Production | p. 271 |
Production as a Career Choice | p. 272 |
Audio | p. 273 |
Audio Composer and Engineer as a Career Choice | p. 273 |
Quality Assurance | p. 274 |
QA as a Career Choice | p. 274 |
Opening an Independent Game Studio | p. 274 |
Joining a Game Developer | p. 276 |
Industry Economics | p. 276 |
Game Development Studio Breakdown | p. 276 |
Executive Department | p. 277 |
Product Development Department | p. 279 |
Creative Department | p. 279 |
Programming or Technical Department | p. 281 |
Marketing Department | p. 282 |
Breakdown Conclusions | p. 282 |
Case Study Comments on the Testing Doorway | p. 282 |
Mega Tips | p. 284 |
Reference Information | p. 285 |
Education | p. 286 |
Events | p. 287 |
Industry Magazine | p. 287 |
Industry-Related Sites | p. 288 |
Organizations | p. 288 |
Breaking In! | p. 288 |
Agents and Recruiters | p. 289 |
Job Sites | p. 289 |
Design Document Reference | p. 289 |
TV Programming | p. 289 |
COPPA Guidelines | p. 289 |
Self-Publishing | p. 290 |
Outsourced Testing Services | p. 290 |
Game Industry Market Research and Reports | p. 290 |
Recommended Sites | p. 290 |
Recommended Reading | p. 291 |
Recommended Topics for Further Research and Reference | p. 292 |
Tools Discussed | p. 295 |
3-D Modeling Packages | p. 296 |
Art Tools | p. 297 |
Level Editing | p. 297 |
Middleware | p. 298 |
Production Tools | p. 298 |
Sound Editing Tools | p. 299 |
3-D Construction for the Web | p. 299 |
Scripting Languages | p. 300 |
Game Dynamics Libraries | p. 300 |
Motion Tracking | p. 300 |
Programming Language for Console/PC | p. 300 |
MMOG Box Solutions | p. 301 |
Wireless Development | p. 301 |
Introducing Children to Game Design | p. 301 |
Career Guideline Worksheet | p. 303 |
If You Want to Explore Production | p. 304 |
If You Want to Explore Game Art Construction | p. 305 |
If You Want to Explore Game Programming | p. 305 |
If You Want to Explore Quality Assurance | p. 306 |
If You Want to Explore Game Audio | p. 306 |
If You Want to Explore Business Relations or Marketing | p. 307 |
Quick Topic Summary for Designers | p. 309 |
Reference Material | p. 310 |
Design Document Writing | p. 316 |
Quick Modeling | p. 317 |
Layout and Staging | p. 318 |
Scripting | p. 318 |
Mapping or Level Building | p. 319 |
Audio | p. 319 |
Testing | p. 319 |
Support Software | p. 320 |
Team Focus | p. 320 |
Ultimate Baseball Online Gallery | p. 321 |
UBO Game Interface | p. 322 |
Player Creation Screen | p. 323 |
Early Game Setup Screen | p. 324 |
Game Details | p. 324 |
Position Selection and Batting Order | p. 325 |
Basic Character Construction | p. 326 |
The Motion Capture Process | p. 328 |
Baseball Stadiums | p. 330 |
Game Action | p. 332 |
Index | p. 335 |
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