Game Development Reference
In-Depth Information
BioShock was built using the Unreal Engine, with Havok Physics added to allow
for more realistic movements in the game. Specialists in programming water for
games also worked on the project. As more games push the boundaries of realism
or strive to build more elaborate fantasy realms, specialists in working with game
engines need to be brought onto the project.
interactivity with the environment
Is there a door to open? A window to close? A correct path to find? Difficult foli-
age to hack through? When designing elements in a world that the player will
interact with, ask yourself these two questions:
Will building in interactivity help with the goal of winning the game?
Will adding the activity add to the fun?
Just because you're able to program interacting with the environment into a
game doesn't mean you should. Unless that interactivity supports the gameplay,
don't do it.
When you're adding an element that players need to interact with, make the
piece a different tone or color to help the player find it.
Some games fac-
tor in an idle. if the
player takes too long
to find an interactive
element, it may wig-
gle or do something
to attract attention.
understanding the Basics of animation
As mentioned in the discussion of characters, 2D characters can be flattened,
stretched, and distorted much more than 3D characters. We have seen over decades
of animated projects the incredibly wide array of movement and emotional states
these types of 2D characters and their animation can demonstrate. Still, for many
projects, designers choose 3D.
Designers begin with a 3D model. Once the model is completed, the figure is
rigged with an internal skeleton that lets the animator controls manipulate it.
Extremely complex characters take more work rigging and animating, so you
need to test the models to make sure the rig will work as animation begins.
In order to animate 3D characters, you need to work with either keyframes or
motion capture (mocap):
Keyframe animation A frame is the start point and the end point of any
sequence that needs to be animated. The keyframes selected are usually large
moves or weight shifts with the figure. Once these keyframes are created,
then more frames ( inbetweens ) are created to make smooth animation from
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