logo

McGraw-Hill - 2003 - Ultimate Game Design. Building Game Worlds - DDU01

McGraw-Hill - 2003 - Ultimate Game Design. Building Game Worlds - DDU 01
A BOUT THE AUTHOR Tom Meigs is a game producer and designer with a decade of experience in electronic gaming. He has worked on several award-winning titles for a wide array of game platforms, including: Nintendo Game Boy, Sega Game Gear, Sega Genesis, Super Nintendo, Sega Saturn, Sony PlayStation/PlayStation 2, PC, Macintosh, mobile phones, theme park kiosks, location-based entertainment, online, and even the short-lived Bandai Pippin. Some of the game titles he has worked on include: Madden Football ‘95, Sports Illustrated Golf, Sea Quest DSV, Akira, Jungle Strike, Bassmaster’s Classic, The Mask, Angel Devoid 2, Youngblood: Search and Destroy, and several titles for Disney. Tom received an M.A. in philosophy from California State University, Long Beach. Tom Meigs McGraw-Hill/Osborne New York Chicago San Francisco Lisbon London Madrid Mexico City Milan New Delhi San Juan Seoul Singapore Sydney Toronto McGraw-Hill/Osborne Brandon A. Nordin 2100 Powell Street, 10th Floor Emeryville, California 94608 U.S.A. Scott Rogers To arrange bulk purchase discounts for sales promotions, premiums, or fund-raisers, please contact McGraw-Hill/Osborne at the above address. Wendy Rinaldi For information on translations or book distributors outside the U.S.A., please see the International Contact Information page immediately following the index of this book. Monika Faltiss Ultimate Game Design: Building Game Worlds Athena Honore Copyright © 2003 by The McGraw-Hill Companies. All rights reserved. Printed in the United States of America. Except as permitted under the Copyright Act of 1976, no part of this publication may be reproduced Jon Orwant or distributed in any form or by any means, or stored in a database or retrieval system, without the prior written permission of publisher, with the exception that the program listings may be entered, stored, and executed Bill McManus in a computer system, but they may not be reproduced for publication. 1234567890 FGR FGR 019876543 Claire Splan ISBN 0-07-222899-7 This book was composed with Corel VENTURA™ Publisher. Irv Hershman Information has been obtained by McGraw-Hill/Osborne from sources believed to be reliable. However, because of the possibility of human or mechanical error by our sources, McGraw-Hill/Osborne, or others, McGraw-Hill/Osborne does not guarantee Tabitha M. Cagan the accuracy, adequacy, or completeness of any information and is not responsible Tara Davis for any errors or omissions or the results obtained from the use of such information. Lyssa Wald Kathleen Edwards Lyssa Wald Peter Hancik Tree Hines D EDICATION This book is humbly dedicated to Vivian E. Meigs, MCW, and Larry Siegel. Each, in their own magnificent turn, made this content possible. This page intentionally left blank Contents At A Glance 1 Previsualization 1 2 Level Planning and Building 23 3 Lighting, Texturing, Particles, Effects, and Audio 53 4 Actors, Props, Items, and Camera Details 85 5 Design by Genre 107 6 Scripting Action Events 135 7 Quality Assurance and Play-Test Feedback 165 8 Design Considerations for Massively Multiplayer Online Games 187 9 Cell Phones and Wireless Gaming 215 10 Getting Started in Game Development 237 11 Game Development Career Choices 265 A Reference Information 285 B Tools Discussed 295 C Career Guideline Worksheet 303 D Quick Topic Summary for Designers 309 E Gallery 321 Index 335 vii vii This page intentionally left blank Contents ACKNOWLEDGMENTS, XVII INTRODUCTION, XIX 1 Previsualization 1 Introducing the Previsualization Process, 3 Step-by-Step Previsualization, 3 Utilizing Environmental References and Sketches, 4 Architecture for Game Levels, 5 Basic Environmental Design, 6 Function, 8 Room Flow, 11 Interior to Exterior, 12 Reinforcing Mood, 12 Paper-Based Level Blocking, 13 Quick Topographic Maps, 13 Case Study Comments on Previsualization, 17 Mega Tips, 22 2 Level Planning and Building 23 Planning Your Level Work, 26 Prefabricated Geometry and Modularity, 27 Scale and Grid Sizing Considerations, 28 Avoiding Common Level Mistakes, 30 ix ix x U L T I M A T E G A M E D E S I G N Building Game Worlds Level Stubbing Walk-Through, 31 Step One: Working from Your Topographic Sketches, 33 Step Two: Create Contour Lines, 34 Step Three: Build a Mesh from Your Contour Lines, 35 Step Four: Utilize File Referencing to Build Up and Populate Your Level, 35 Step Five: Start Checking Layout Details, 37 Game Prototyping, 37 Post Level Stubbing Considerations, 38 Adapting Architecture and Terrain to Games, 39 Checking Character Flow Throughout a Level, 40 Jump Heights, Hazards, and Scale, 41 Keeping the Big Game Picture in View, 42 The Early Evolution of Levels, 43 The Importance of Early Feedback, 44 Are Your Level Goals Enhancing Your Game Vision?, 45 Case Study Comments on Level Execution, 45 Mega Tips, 51 3 Lighting, Texturing, Particles, Effects, and Audio 53 Lighting, 55 Position, 58 Light Color, 59 Basic Lighting Types, 59 Lighting Strengths or Multipliers, 60 Lighting Falloff, 62 Three Sample Lighting Setups, 62 Animating Lights, 64 Texturing, 64 Using Textures Well, 66 Particles, 67 Using Particle Emitters, 68 Exporting Particles and Dynamics Information, 69 Effects, 72 Audio, 74 Pushing Game Audio Further, 76 Design Tools Shift, 76 Case Study Comments on Cornerstone Elements, 78 The Moonlight Forest Example, 79 Mega Tips, 83 C O N T E N T S xi 4 Actors, Props, Items, and Camera Details 85 Placing Actors, 87 Hero Actors, 87 Enemy Actors, 88 NPC Actors, 90 Boss Actors, 91 Types of Props and Their Use, 92 Using Props, 93 Placing Props, 93 Types of Items/Power-Ups and Placement, 94 Camera Considerations, 95 Interface Detailing, 95 Floating Cameras, 96 Fixed Cameras, 97 Special-Case Cameras, 97 Common Camera Problems, 98 Case Study Comments on Actor Loading and Camera Tuning, 99 Mega Tips, 105 5 Design by Genre 107 Sports Games, 109 Fighting Games, 112 Puzzle Games, 114 Real-time Strategy Games, 116 Role-Playing Games, 120 First- or Third-Person Action Games, 121 Simulations, 123 Creating Cinematics, 125 Developing Backstory, 125 Creating Dialog, 126 Summary of Designer’s Work Tools, 128 Case Study Comments on Design Flux, 129 Mega Tips, 133 6 Scripting Action Events 135 Scripting Technology Choices, 137 JavaScript Sample, 139 Visual Basic Sample, 139 Python Sample, 140 Perl Sample, 140 xii U L T I M A T E G A M E D E S I G N Building Game Worlds Applied Scripting Examples, 140 NPC Conversation Templates, 140 Shooter Flying Patterns, 141 Using Triggers, 144 Fearthis, 145 Line of Sight, 146 Crowd, 146 Weather Effects, 147 Counter, 148 Material, 148 Audio, 149 Message, 149 Light, 149 Building Behaviors, 150 Creature Creator, 150 Engine Solutions and the Unreal Engine, 151 Script/Editing System Considerations, 153 Case Study Comments on Scripting a Baseball Game, 154 General, 155 Pitching, 156 Fielding, 156 Hitting, 157 Catching, 158 Mega Tips, 163 7 Quality Assurance and Play-Test Feedback 165 Quality Assurance, 166 QA Setups, 168 Bug Tracking, 168 Technical Support, 170 Testing MMOGs, 171 A Three-Stage Completion Process, 172 Writing a Test Plan, 172 Play-Test Feedback, 173 Managing Feedback, 175 Listening to Feedback, 177 Impact of Play-Test Feedback on Daily Design Tasks, 178 Case Study Comments on the Impact of QA, 179 Mega Tips, 184 C O N T E N T S xiii 8 Design Considerations for Massively Multiplayer Online Games 187 MMOG Production Challenges, 188 Defining Titles, 189 How Is the MMOG Player Different from the Console Player?, 189 Saturation Concerns for the MMOG, 190 Pure Production Risks for the MMOG, 190 Cost and Support Considerations for the MMOG, 191 MMOG Construction Factors and Solutions, 194 General MMOG Structures, 194 MMOG Design Factors, 197 Latency, 197 Modularity, 198 Monitoring, 198 Tools Support, 198 Special Events, 198 Pace and Balance, 198 Player Dropout/Lost Connections, 199 MMOG Play Mechanics, 199 MMOGs and Design Orientation, 200 MMOG Genre Growth, 201 NPCs and Familiars, 201 Isolating MMOG Strengths, 201 MMOG Player Categories, 202 Deep Social Factors, 202 Current Challenges, 203 Sports Fans or Groups and MMOGs, 203 MMOG Opportunities, 205 Case Study Comments on Challenges for UBO, 206 Mega Tips, 212 9 Cell Phones and Wireless Gaming 215 The Impending Boom, 217 Global Competition, 219 Development Considerations, 220 Design Issues for Cell Phones, 222 Multiplay Cell Phone Gaming, 226 Wireless Toy Networks, 226 xiv U L T I M A T E G A M E D E S I G N Building Game Worlds Building the Cell Phone Gaming Market, 228 Opportunities in Wireless, 229 Case Study Comments on Development Factors in the Infancy of Wireless, 230 Mega Tips, 234 10 Getting Started in Game Development 237 Why Diversify?, 239 Role Definition for Game Designers, 240 Growth Areas and New Opportunities, 244 Microsoft, Mattel, Intel, and LeapFrog, 244 Challenges for PC Toys, 245 Advergames, 246 Interesting Trends for the Near Future, 247 Web Game Entertainment with Physical Counterparts, 248 Toys and Card Games Go Online, 249 The Importance of New Opportunities for Developers, 250 Anecdotes from the Game Development Frontlines, 250 Think Fish, 251 Sacking Sanka, 252 Case Study Comments on Final Thoughts for Designers, 253 Creating Your Perspective and Maintaining Your Passion, 257 Mega Tips, 264 11 Game Development Career Choices 265 Programming, 266 Game Programming as a Career Choice, 267 Art, 268 Game Artist as a Career Choice, 269 Design, 270 Game Designer as a Career Choice, 271 Production, 271 Production as a Career Choice, 272 Audio, 273 Audio Composer and Engineer as a Career Choice, 273 Quality Assurance, 274 QA as a Career Choice, 274 Opening an Independent Game Studio , 274 Joining a Game Developer, 276 Industry Economics, 276 C O N T E N T S xv Game Development Studio Breakdown, 276 Executive Department, 277 Product Development Department, 279 Creative Department, 279 Programming or Technical Department, 281 Marketing Department, 282 Breakdown Conclusions, 282 Case Study Comments on the Testing Doorway, 282 Mega Tips, 284 A Reference Information 285 Education, 286 Events, 287 Industry Magazine, 287 Industry-Related Sites, 288 Organizations, 288 Breaking In!, 288 Agents and Recruiters, 289 Job Sites, 289 Design Document Reference, 289 TV Programming, 289 COPPA Guidelines, 289 Self-Publishing, 290 Outsourced Testing Services, 290 Game Industry Market Research and Reports, 290 Recommended Sites, 290 Recommended Reading, 291 Recommended Topics for Further Research and Reference, 292 B Tools Discussed 295 3-D Modeling Packages, 296 Art Tools, 297 Level Editing, 297 Middleware, 298 Production Tools, 298 Sound Editing Tools, 299 3-D Construction for the Web, 299 Scripting Languages, 300 xvi U L T I M A T E G A M E D E S I G N Building Game Worlds Game Dynamics Libraries, 300 Motion Tracking, 300 Programming Language for Console/PC, 300 MMOG Box Solutions, 301 Wireless Development, 301 Introducing Children to Game Design, 301 C Career Guideline Worksheet 303 If You Want to Explore Production, 304 If You Want to Explore Game Art Construction, 305 If You Want to Explore Game Programming, 305 If You Want to Explore Quality Assurance, 306 If You Want to Explore Game Audio, 306 If You Want to Explore Business Relations or Marketing, 307 D Quick Topic Summary for Designers 309 Reference Material, 310 Design Document Writing, 316 Quick Modeling, 317 Layout and Staging, 318 Scripting, 318 Mapping or Level Building, 319 Audio, 319 Testing, 319 Support Software, 320 Team Focus, 320 E Gallery 321 UBO Game Interface, 322 Player Creation Screen, 323 Early Game Setup Screen, 324 Game Details, 324 Position Selection and Batting Order, 325 Basic Character Construction, 326 The Motion Capture Process, 328 Baseball Stadiums, 330 Game Action, 332 Index 335 Acknowledgments people helped me in a variety of ways to complete this MANY book. First, I have to thank David Fugate, Wendy Rinaldi, Dr. Jon Orwant, Athena Honore, Monika Faltiss, Bill McManus, and everyone at McGraw-Hill/Osborne for supporting me at every step along the way. Next, I’d like to extend special thanks to each of the chapter interview participants. These individuals represent a wide array of gaming expertise and influence, and their contributions amidst very busy schedules should be applauded. Thanks go to Andrew Holdun, John Kreng, Rick Sanchez, Nathan Hunt, Aaron Odland, Andrew Forslund, Melinda White, Mike Weiner, Dave Warhol, and Bill Roper for taking the time to offer unique and valuable insight from their own vast experience. I couldn’t have asked for more generous spirits, or more informed interview subjects. Special thanks go to Andrew Forslund for his large and timely contributions to the scripting sections, and to Andy Wang/Netamin for permission to use many images from Ultimate Baseball Online. On a personal note, I’d like to thank Art, June, and Jeanette Meigs; Larry, Sandy, and Scott Kessenick; Kevin Wright, Gene Hoglan/SYL, the Tommy Lasorda Baseball team, the Metroid team, Professors Richard Holmes and Simon Schama, Gordon Sumner, Disney, Eitetsu Hayashi, MLB great Darrell Evans, Tomahawk, The Melvins, Michael and Julie Allen, Dave Moses, Adrian Belew, Roscoe’s, Mykonos, Harbour House, everyone at Waterside Productions, The Gnomon School of Visual Effects, Alex Alvarez, Tao Tong, The Long Beach Ice Dogs organization, Patrik Augusta, Master Kreng, Dr.s: Paul Tang, Charles Hughes, George Spangler, Shane Andre, Doug Deaver, and Bill Hyde; Harold Budd, Trey Gunn, Marjorie Stettbacher, Brendan Perry/Quivvy, Jim Wright, Andy Summers, Elvis, and Baloo. xvii xvii xviii U L T I M A T E G A M E D E S I G N Building Game Worlds For their support, inspiration, and the shared learning of various kinds, I’d also like to thank the entire Black Pearl Software/THQ development team, the Electric Dreams development team, the Realtime Associates family, the Disney games group, the UBO/Netamin development team, everyone at Blizzard Entertainment, the Orange County, CA International Game Developers Association, UC Irvine extension, and Art Institute-LA. Introduction book was written for anyone interested in learning about applied THIS game design. It is skewed somewhat toward new game developers, but it has plenty to say about the design process itself that should be useful to game de- velopers at all levels of familiarity with the process of building games. The material is organized chronologically from the roots of the design process right on through to the final or “gold” development phase as a game comes to full fruition and is delivered into the hands of game players. Each chapter, read in order, will guide you through a basic game development curve and introduce you to many fundamental design areas and challenges. However, you also can jump directly to specific chapters of particular interest to you, or start with the support information located in the associated appendixes, which can be a useful starting point for further exploration into several of the key chapter topics presented here. My purpose in writing this book is to try to provide new developers and seasoned pros alike with some common ground in their own approaches to game design specifics. Much has been written about game design theory, but far less has been written about what might be called applied game design. Make no mistake: I still believe that game design theory is important. I think it can be safely assumed that theory tends to inform and inspire application. I simply wanted to try to move much closer to a discussion about applied game design for all interested parties, and I have some very practical reasons for doing so. As you begin to understand the development conditions under which most games are made today, it should become very clear that there is a great need to consider applied game design. After all, there is always a demand for compelling game content in many genres, yet even for the most successful developers, it is regularly extremely difficult to deliver. This stands in direct opposition to the idea that commercial viability for game makers often depends on repeatable results in game design quality. xix xix
DMCA.com Protection Status Copyright by webtailieu.net