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Acknowledgments | |
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Introduction | |
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Previsualization | |
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Introducing the Previsualization Process | |
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Step-by-Step Previsualization | |
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Utilizing Environmental References and Sketches | |
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Architecture for Game Levels | |
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Basic Environmental Design | |
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Function | |
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Room Flow | |
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Interior to Exterior | |
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Reinforcing Mood | |
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Paper-Based Level Blocking | |
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Quick Topographic Maps | |
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Case Study Comments on Previsualization | |
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Mega Tips | |
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Level Planning and Building | |
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Planning Your Level Work | |
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Prefabricated Geometry and Modularity | |
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Scale and Grid Sizing Considerations | |
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Avoiding Common Level Mistakes | |
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Level Stubbing Walk-Through | |
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Working from Your Topographic Sketches | |
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Create Contour Lines | |
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Build a Mesh from Your Contour Lines | |
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Utilize File Referencing to Build Up and Populate Your Level | |
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Start Checking Layout Details | |
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Game Prototyping | |
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Post Level Stubbing Considerations | |
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Adapting Architecture and Terrain to Games | |
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Checking Character Flow Throughout a Level | |
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Jump Heights, Hazards, and Scale | |
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Keeping the Big Game Picture in View | |
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The Early Evolution of Levels | |
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The Importance of Early Feedback | |
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Are Your Level Goals Enhancing Your Game Vision? | |
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Case Study Comments on Level Execution | |
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Mega Tips | |
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Lighting, Texturing, Particles, Effects, and Audio | |
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Lighting | |
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Position | |
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Light Color | |
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Basic Lighting Types | |
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Lighting Strengths or Multipliers | |
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Lighting Falloff | |
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Three Sample Lighting Setups | |
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Animating Lights | |
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Texturing | |
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Using Textures Well | |
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Particles | |
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Using Particle Emitters | |
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Exporting Particles and Dynamics Information | |
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Effects | |
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Audio | |
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Pushing Game Audio Further | |
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Design Tools Shift | |
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Case Study Comments on Cornerstone Elements | |
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The Moonlight Forest Example | |
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Mega Tips | |
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Actors, Props, Items, and Camera Details | |
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Placing Actors | |
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Hero Actors | |
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Enemy Actors | |
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NPC Actors | |
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Boss Actors | |
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Types of Props and Their Use | |
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Using Props | |
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Placing Props | |
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Types of Items/Power-Ups and Placement | |
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Camera Considerations | |
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Interface Detailing | |
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Floating Cameras | |
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Fixed Cameras | |
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Special-Case Cameras | |
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Common Camera Problems | |
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Case Study Comments on Actor Loading and Camera Tuning | |
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Mega Tips | |
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Design by Genre | |
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Sports Games | |
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Fighting Games | |
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Puzzle Games | |
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Real-time Strategy Games | |
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Role-Playing Games | |
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First- or Third-Person Action Games | |
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Simulations | |
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Creating Cinematics | |
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Developing Backstory | |
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Creating Dialog | |
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Summary of Designer's Work Tools | |
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Case Study Comments on Design Flux | |
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Mega Tips | |
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Scripting Action Events | |
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Scripting Technology Choices | |
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JavaScript Sample | |
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Visual Basic Sample | |
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Python Sample | |
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Perl Sample | |
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Applied Scripting Examples | |
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NPC Conversation Templates | |
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Shooter Flying Patterns | |
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Using Triggers | |
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Fearthis | |
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Line of Sight | |
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Crowd | |
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Weather Effects | |
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Counter | |
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Material | |
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Audio | |
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Message | |
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Light | |
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Building Behaviors | |
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Creature Creator | |
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Engine Solutions and the Unreal Engine | |
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Script/Editing System Considerations | |
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Case Study Comments on Scripting a Baseball Game | |
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General | |
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Pitching | |
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Fielding | |
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Hitting | |
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Catching | |
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Mega Tips | |
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Quality Assurance and Play-Test Feedback | |
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Quality Assurance | |
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QA Setups | |
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Bug Tracking | |
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Technical Support | |
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Testing MMOGs | |
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A Three-Stage Completion Process | |
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Writing a Test Plan | |
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Play-Test Feedback | |
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Managing Feedback | |
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Listening to Feedback | |
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Impact of Play-Test Feedback on Daily Design Tasks | |
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Case Study Comments on the Impact of QA | |
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Mega Tips | |
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Design Considerations for Massively Multiplayer Online Games | |
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MMOG Production Challenges | |
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Defining Titles | |
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How Is the MMOG Player Different from the Console Player? | |
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Saturation Concerns for the MMOG | |
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Pure Production Risks for the MMOG | |
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Cost and Support Considerations for the MMOG | |
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MMOG Construction Factors and Solutions | |
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General MMOG Structures | |
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MMOG Design Factors | |
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Latency | |
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Modularity | |
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Monitoring | |
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Tools Support | |
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Special Events | |
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Pace and Balance | |
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Player Dropout/Lost Connections | |
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MMOG Play Mechanics | |
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MMOGs and Design Orientation | |
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MMOG Genre Growth | |
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NPCs and Familiars | |
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Isolating MMOG Strengths | |
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MMOG Player Categories | |
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Deep Social Factors | |
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Current Challenges | |
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Sports Fans or Groups and MMOGs | |
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MMOG Opportunities | |
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Case Study Comments on Challenges for UBO | |
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Mega Tips | |
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Cell Phones and Wireless Gaming | |
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The Impending Boom | |
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Global Competition | |
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Development Considerations | |
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Design Issues for Cell Phones | |
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Multiplay Cell Phone Gaming | |
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Wireless Toy Networks | |
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Building the Cell Phone Gaming Market | |
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Opportunities in Wireless | |
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Case Study Comments on Development Factors in the Infancy of Wireless | |
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Mega Tips | |
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Getting Started in Game Development | |
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Why Diversify? | |
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Role Definition for Game Designers | |
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Growth Areas and New Opportunities | |
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Microsoft, Mattel, Intel, and LeapFrog | |
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Challenges for PC Toys | |
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Advergames | |
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Interesting Trends for the Near Future | |
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Web Game Entertainment with Physical Counterparts | |
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Toys and Card Games Go Online | |
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The Importance of New Opportunities for Developers | |
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Anecdotes from the Game Development Frontlines | |
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Think Fish | |
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Sacking Sanka | |
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Case Study Comments on Final Thoughts for Designers | |
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Creating Your Perspective and Maintaining Your Passion | |
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Mega Tips | |
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Game Development Career Choices | |
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Programming | |
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Game Programming as a Career Choice | |
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Art | |
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Game Artist as a Career Choice | |
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Design | |
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Game Designer as a Career Choice | |
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Production | |
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Production as a Career Choice | |
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Audio | |
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Audio Composer and Engineer as a Career Choice | |
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Quality Assurance | |
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QA as a Career Choice | |
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Opening an Independent Game Studio | |
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Joining a Game Developer | |
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Industry Economics | |
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Game Development Studio Breakdown | |
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Executive Department | |
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Product Development Department | |
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Creative Department | |
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Programming or Technical Department | |
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Marketing Department | |
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Breakdown Conclusions | |
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Case Study Comments on the Testing Doorway | |
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Mega Tips | |
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Reference Information | |
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Education | |
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Events | |
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Industry Magazine | |
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Industry-Related Sites | |
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Organizations | |
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Breaking In! | |
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Agents and Recruiters | |
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Job Sites | |
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Design Document Reference | |
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TV Programming | |
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COPPA Guidelines | |
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Self-Publishing | |
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Outsourced Testing Services | |
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Game Industry Market Research and Reports | |
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Recommended Sites | |
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Recommended Reading | |
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Recommended Topics for Further Research and Reference | |
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Tools Discussed | |
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3-D Modeling Packages | |
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Art Tools | |
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Level Editing | |
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Middleware | |
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Production Tools | |
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Sound Editing Tools | |
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3-D Construction for the Web | |
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Scripting Languages | |
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Game Dynamics Libraries | |
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Motion Tracking | |
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Programming Language for Console/PC | |
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MMOG Box Solutions | |
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Wireless Development | |
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Introducing Children to Game Design | |
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Career Guideline Worksheet | |
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If You Want to Explore Production | |
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If You Want to Explore Game Art Construction | |
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If You Want to Explore Game Programming | |
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If You Want to Explore Quality Assurance | |
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If You Want to Explore Game Audio | |
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If You Want to Explore Business Relations or Marketing | |
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Quick Topic Summary for Designers | |
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Reference Material | |
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Design Document Writing | |
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Quick Modeling | |
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Layout and Staging | |
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Scripting | |
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Mapping or Level Building | |
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Audio | |
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Testing | |
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Support Software | |
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Team Focus | |
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Ultimate Baseball Online Gallery | |
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UBO Game Interface | |
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Player Creation Screen | |
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Early Game Setup Screen | |
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Game Details | |
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Position Selection and Batting Order | |
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Basic Character Construction | |
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The Motion Capture Process | |
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Baseball Stadiums | |
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Game Action | |
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Index | |