Game Development Reference
In-Depth Information
Do you think you
t try and rush
into this second semester. Let it simmer until the summer and then dive in.
(Horrendous mixed metaphor! Fix!) I
'
ll need more time than, say, winter break? Don
'
'
m leaving this as it is on purpose. No
emails please.
Time is also dependent upon team size. If you
ve decided to strike out on your
own, fine. But if you do bring in a designer or artist or some other help, allow for
their time as well. They know how fast they work. Fit that into your develop-
ment schedule. And this brings up another important point. Let them do their
job. I cannot stress this enough. If you don
'
ve asked to do
what you believe they do well, and still want to do it on your own, you
'
t trust the people you
'
'
re
trusting yourself at the same time you aren
t trusting yourself. That does parse.
Just think like Moëbius. Put more simply: You
'
'
re the teacher. Concentrate on
that job. Let your game designer do her job.
Let
'
s assume you
'
re doing it on your own. If you aren
'
t, it
'
s nice to know what
everybody else is doing. Here
'
s where you start.
Begin with the Theme
Find a theme. The theme may change as you design. Adjustments will almost
assuredly need to be made. But everything begins with a theme. And once you
'
ve
found it, be true to it.
Theme
A theme is the central idea or message of a meaningful creation around which all else is built.
Your theme must be understood. There are two parts to writing, to game
design
creation and delivery. The best book/game/class
ever envisioned is lost, if you do not reach your audience. And you must take
every opportunity to reinforce that theme. The more you reinforce it, the
stronger it becomes until it takes on the force of inevitability. That is something
students will remember.
—
and even to teaching
—
For example, the central theme for my
“
Designing Interactive Characters for
Digital Games
�
class was this:
“
No matter how far removed from real life the
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