Game Development Reference
In-Depth Information
5.
D. Everything that is designed for a game is written down in the game design docu-
ment. It is used to organize the gameplay and to communicate to others on the
team what needs to be created for each part of the game. The GDD contains the
name of the game, the genre (gameplay style), information on the demographic,
and detailed information on the purpose and play of the game. All of the informa-
tion in the GDD is fluid and can be tweaked as the game is actually built.
Chapter 8
1.
a. Composers brought onto a project to write and record original music create
variations of the music that are delivered in sections called stems. The audio pro-
ducer decides how to add them to the game. Stems can also be variations of the
same piece of music so the producer can build up the music for a scene or have it
playing quietly in the background.
2.
False. Remote recording sessions happen on location. Unlike generating audio in a
controlled environment, the goal is to record live noises, primarily for ambient
sounds.
3.
D. Layering is a method where simple or complex music or ambient sounds are com-
bined to add complexity and richer sound for the game.
4.
True. Location music is one way designers can add a signature sound to a spe-
cific region of the game. For example, only while in the capital city do players
hear the music written specifically to complement gameplay in that area.
5.
B. As a player moves through a game world, they may hear sounds in the distance
that become louder as they get closer to where the marker was placed in the
environment. The marker serves as a programming switch to turn music on or off
or adjust volume.
Chapter 9
1.
a. Level design is very involved and gives the designer the ability to focus on
gameplay by deciding how an area will be physically laid out and what events will
occur there based on the needs of the story.
2.
False. This method, although widely used, generally is not accepted in a court of
law, should an accusation of copyright infringement go to trial.
3.
C. If a game is designed for a PC (home computer system), the designer can pretty
much use any keys or mouse controls they desire. If, however, the game needs to
play on a commercial system such as an Xbox, Wii, or PlayStation, then the con-
trols need to match the company's requirements for their controllers.
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