Game Development Reference
In-Depth Information
The irst things you should assess are how your skills break out and how they may complement each other.
To some extent, you should each know how to do the other person's job so you can step in if a person becomes
overloaded. In the 1970s, the Dutch soccer (football) program had a style of play called “total  football”
( totaalvoetbal in Dutch), and for almost 5 years, the Dutch dominated the sport. They trained every member
of the team besides the goalie to have an understanding and competency for every position on the ield. They
saw the low of the game as a jointly held understanding of the dynamic use of space on the ield and strived
toward maintaining an organized spatial arrangement that would optimize their tactical advantage on the
pitch. This is how a small design team functions best; the individuals exchange tasks and work together to
keep as much luidity and lexibility in the creation process as possible. Of course, good clear, constant com-
munication is of paramount importance here. You should all know both your strengths and your weaknesses
and work together to buttress each other's efforts. A team of two or three people should take advantage of
outsourcing services available to small businesses. Accounting, billing, and website maintenance can all
be outsourced, and there are many small companies dedicated to providing that kind of ofice support [4].
There are many people in the virtual world community who are reachable by social media and through vari-
ous groups in Second Life, OpenSim, and Unity. Your small design team should join these communities to
beneit from the shared knowledge and skills advice.
No matter the size of your design group, these factors help them become a great team:
1. They have clear, simple goals that are meaningful to them, even if they are working on a very large
and complex project.
2. They provide each other with mutual support in skills and morale.
3. All members of the team are constantly striving to improve their skills and understanding of design,
and that effort is supported and encouraged by the entire company.
3.4 CONCLUSIONS ABOUT “BUILD IT ONCE”
Worklow optimization and creative development techniques have only been lightly explored in this chapter.
You, as a designer, can ind deep mines of information about this topic all over the web and learn even more
about it from your peers. Always take the time for a “long view” of a project so you can get the structure of
the working environment sorted out before the creative tornado sweeps through the system. You will reap the
beneits of a quality design delivered on time and on budget.
3.5 PROJECT: GETTING YOUR DESIGN STUDIO ORGANIZED
WITH A “CRITICAL PATH” TECHNIQUE
In this project, you will set up your desktop workspace and design studio worklow to create a “critical path” [5].
By doing this, you will see how all the programs you are using interact to export and upload content. You will
time the process, to gauge the speed of your worklow, and discover any snags along the way.
You will need some sort of timing device for each step, such as this online stopwatch, http://www.online-
stopwatch.com/full-screen-stopwatch/. Also, before you begin, pick out two areas in the Metaverse where
you can rez objects. If you do not have your own land in Second Life or an OpenSim region set up, then look
for a quiet public sandbox in each world. Now, use the following steps to test your system:
1. The irst thing you need to do is to make sure your 3D modeling package can export the COLLADA
(.dae) ile format. Note, there are other .dae formats available, but to upload mesh models into
Second Life and OpenSim, it has to be COLLADA (.dae). There is a list of 3D modelers that export
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