Game Design
world being a better foil for the player because you can interact with a group in a slightly more iconic and abstract way than y ...
Camelotstuff, A, we were having infinite challenges trying to convince anyone it was marketable, and B, the missions that we had ...
How did you convince people internally thatThiefwas promising? We got some very early prototypes that were super, super-rough an ...
hard to use as proof now. And maybe that means you should have a year of pre- production with a small team where you write tons ...
lot of detail to work out and a lot of role-playing where, now if I shot the rope arrow at the ceiling and climbed up, what’s th ...
where you could see the AI’s path. A lot of that game comes down to how do you get clo- sure moments and how do you get scope. W ...
being chased by a guy and I run into a locked door and now I have to pick the lock but the guy’s behind me trying to shoot me an ...
last second. They don’t tell you about “Oh, in the thirty-seventh cut-scene, the guy on the right was really cool because he had ...
fun right away and could clearly distinguish itself from the rest of the market right away. In practice I think we are going to ...
them to stay around and continue to do cool things. Certainly when I left I didn’t think the company sucked or wasn’t cool. I kn ...
incredibly shallow. Tons of scripting, tons of special cases, attempt to do conversation and inventory and other things. And I t ...
different from what other people are doing. And I’ve always liked music and music games, so, hey, good time. I mostly wrote code ...
Personally I think we’re now at the point where graphics and tech- nology mean we can do third-person to a fidelity that makes i ...
where the player only does a limited number of things with the environment and you can do that fairly robustly in third-person, ...
cut-scenes are great or the explosions are extra-special. Not that those things aren’t great; hopefully we’ll have all that stuf ...
products, they can still remind us of why games are cool and remind us of all the things there are still to figure out. The gami ...
Conclusion .......................... Conclusion ............................... As I stated in the introduction, this book is n ...
The Medium................................. So often, we in the game development community are envious of other media. In part, ...
piece of himself he had put into the game. This medium seemed so powerful I knew immediately that I wanted to work with it to cr ...
Appendix A Sample Design Document:Atomic Sam ........ Appendix A Sample Design Document:Atomic Sam........... T he following des ...
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