Game Development Reference
In-Depth Information
t h e e s s e n t I a l s a n d B e y o n d
Throughout this topic, you have had a chance to review some of the major steps involved
in game design, and in this chapter we looked at job descriptions and methods for plan-
ning and tracking progress. Coming up with the idea for a game can be fun, but that is
usually the easiest part of the process. Logically sorting out how to go about making the
game can be an enormous challenge.
There is a logical process to everything that goes into developing and making a game.
Identify the necessary steps, and sort out how to complete each one. Break the huge
process of game production into pieces, and patterns will emerge. Don't hesitate to keep
revising your pipeline and tracking system as needed. It will get done.
a d d I t I o n a l e x e r C I s e s
1.
Designing a pipeline is a worthwhile exercise for any potential designer. Review a
concept you have, and break down the steps required to produce the final prod-
uct based on the information you've read in this topic. Determine what would
be involved in preproduction. Then, from that, write down the production steps.
2.
Visit www.copyright.gov/ , an d review the copyright information and proce-
dures for video games. Carefully read the steps outlined to see when and where
a copyright can actually be applied.
r e v I e W q u e s t I o n s
1.
What does a level designer do?
a. Focuses on smaller sections of the
whole game to design the layout
and the events that occur there
C. Calculates how many levels char-
acters can reach depending on
their specs
B. Determines ways to allow a char-
acter to level during gameplay
D. Determines how many levels multi-
story structures have in a game
2.
True or false. A PMC, or “poor man's copyright,” is a recommended method for
copyrighting a game idea.
3.
What are standards?
a. The level of quality the designer
is aiming for
C. Matching programmed elements
in any game with the specific
type of playback system they are
designed for
B. Moral or ethical requirements
for the game
D. Hiring practices for anyone enter-
ing the production pipeline
(Continues)
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