Game Development Reference
In-Depth Information
FIGURE 4.22 Screen grab from showing gaming contrast in 3D design with the game-like atmosphere of Jopsy
Pendragon's Particle Laboratory Learning Center in Second Life, Teal Region.
4.5 DESIGNING “FLOW” INTO VIRTUAL ENVIRONMENTS
Let's think about the concept of “Flow” and how that relates to being a virtual environment designer,
a teacher, and a game maker. Each of these professions has at its core a fundamental goal to create
environments that allow Flow to happen. Flow is deined as a state of mental being where the visitor,
student, or gamer has become so absorbed and involved in his or her interaction and progress within the
environment, project, or game that the individual loses him- or herself for a while. You have probably
experienced it yourself, becoming immersed in content creation, losing track of time, maybe forgetting to
have lunch, just gliding along on the wings of inspiration as you create, teach, or play a game. As you have
experienced Flow, understand that you should strive to pass it on in your designs. It is one of your primary
goals to create an environment with mechanisms and objects that help the users of your game or visitors in
your environment attain Flow on their own.
4.5.1 f irsT Q uesTions a d esigner s hould a sK Before d esigning a nyThing
One of the best things a designer can do is ask lots of questions. This section suggests some questions you can
ask yourself about the project at hand, to the client if the design work is for hire, or to your class if this is a
group assignment. These questions are just to get the ball rolling, and you will probably discover more as you
go. Take the time to jot down what the answers are and add them to your journal, along with any images you
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