Game Design For Teens
Game Design For Teens
T
his has been a fun book to write. Each of the authors was able to write about the
part of game design in which he is an expert. The benefit is that the reader will
receive great guidance from a variety of directions. Les is a great artist; Eric is a
great audio/sound director; Scott and Brent are great programmers; and Ross rounds out
the group with his legal and business background.
Additionally, Jenny Davidson, Mitzi Koontz, and many others have provided significant
help with the book. It has been a real pleasure working with each of them and their help
has been greatly appreciated. Our biggest thanks go to our families for their continued
support. To all who have contributed to our writing this book, we express our deepest
appreciation and gratitude.
iv
About the Authors
In the fall of 2000, Les Pardew and Ross Wolfley founded Alpine Studios, a game devel-
opment company focusing on family-friendly games. Eric Nunamaker, Scott Pugh, and
Brent Iverson joined the company shortly thereafter.
LES PARDEW started his career in the game industry in 1987 by creating animation for
Magic Johnson Fast Break Basketball on the Commodore 64. His work in the years since
encompasses more that 100 video game titles, including some major titles such as Super
Star Wars, NCAA Basketball, Starcraft: Brood Wars, James Bond 007, Robin Hood: Prince of
Thieves, and CyberTiger.
ROSS WOLFLEY began his career in the game industry when he and Les founded Alpine
Studios. An attorney by education, Ross is a former US Air Force pilot, having flown and
instructed in the F-111 and T-37. He began his business career with WordPerfect Corpo-
ration in 1986 and was responsible for marketing, customer support, sales, and business
development in the PC, VAX/VMS divisions. At Alpine Studios, he focuses on quality con-
trol of the products and the business side of the company.
ERIC NUNAMAKER has been in audio/sound production for game development for over 14
years. He is a musician himself, performing with various groups, and is currently a mem-
ber of the Utah National Guard 23rd Army Band. As Audio Director, he oversees all audio
requirements for Alpine Studios projects, from management to production. Some of the
major titles that Eric has worked on include Starcraft: Brood Wars, Tom Clancy’s Rainbow
6, Tom Clancy’s Rogue Spear, and Oddworld Adventures.
SCOTT PUGH has been programming games for nearly 20 years as the only programmer,
lead programmer, or senior programmer. He has also developed extensive software tools
for getting artwork, models, and motion into the games. A few of the major titles that
Scott has worked on include Hardball!, WWF Wrestlemania, Space Jam, WWF War Zone,
and WWF Attitude. v
vi About the Authors
BRENT IVERSON graduated cum laude from Weber State University with a BS in mathemat-
ics and a French minor and then further pursued his education in the masters of mathe-
matics department at Brigham Young University (Algebraic Topology, Adv. Linear Algebra,
Adv. Ord. Differential Equation), with an emphasis in 3D computer graphics (graduate
coursework). He joined Alpine Studios in 2001 as a programmer. He has enjoyed working
on games on his own time since the first 8086s. Brent has worked on Kublox, Motocross
Mania II, Ford Truck Mania, Combat Medic, Broken World, and Silent Run.
Alpine Studios is a dynamic company made up of industry veterans who have come
together to build better games through a better understanding of the development
process. Their mission is to create the very best games, while maintaining the highest
moral and ethical standards in their products. Alpine Studios’ products include Kublox,
Combat Medic, Motocross Mania II, and Ford Truck Mania.
Contents at a Glance
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .xvi
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .289
vii
Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xvi
Physics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .210
Sample Art . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .210
User-Defined Worlds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .211
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .211
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 289
Introduction
N
ow that you’ve come up with a great idea for a game, what do you do? We hope
that this book will help you answer that question. Game design is a challenging
task because it requires the understanding of art, programming, audio/sound,
and business. And, even with all those bases covered, you need to be able to put it all down
on paper in a way that the reader will understand it and become enthusiastic about the
game. Hopefully, the following chapters will help you understand what is needed to cre-
ate a solid game design document.
Each chapter is written to help you better understand the elements that will generally be
included in a game design document. You should also understand that design documents
vary significantly because there are lots of different kinds of games and because authors
are different. That is great! It means that you will have to adapt the game design document
to fit the needs of your game. After reading and studying the materials provided, we hope
you will be better prepared to create your own game design document.
The examples used throughout the book are real-world examples. We hope they will be
useful to you. In a few cases, we have altered the examples used in the book to be for PC-
based games instead of the original console platforms. As a result, don’t scrutinize the
details too closely!
We hope that you will enjoy reading and learning from this book. Above all, we wish you
great success in your game designing. The game industry is an exciting place to be. We
truly hope that this book will aid you in your path to becoming a great game designer. If
you need help or you would like to discuss anything contained herein, you may certainly
e-mail us at [email protected]. We’ll route the question to the right person and get
back to you.
xvi
Chapter 1
I
f you are interested in how games are created, you have probably wondered how games
are designed. What is game design? The word design is a verb that means to plan out,
devise, or contrive something. Let’s say you want to go to a concert with your friends.
It is going to take some time and effort to make sure you have a way to get to and from
the concert, money to pay for the concert, permission from parents, and a way to meet
your friends. Planning all of these details is in essence designing your concert trip. When
you have all the details of your concert trip planned, you have just designed your trip.
Game design is much the same thing with the exception that instead of designing a sim-
ple concert trip, the plan is to create a video game.
Games are very complex productions. Even simple games take a considerable amount of
time and effort. This book should help you to understand how games are designed and
how you can design games. By studying this book, you should gain an understanding of
what it takes to be a game designer.
A professional game design takes a significant amount of effort from a team of very tal-
ented individuals. Publishing companies spend thousands of dollars to create game
designs. If your dream is to become a game designer, this book should help you on
your way.
Game Design for Teens takes a realistic approach to helping the beginner learn about
designing games. It teaches the designer the important design elements that publishers
look for in a game design. It is based on real-world knowledge from professional game
developers of all aspects of creating a game design document. It then shows the designer
how to create his own design document. Included in Appendix A, “Design Document,” is
a sample document derived from an actual game design.
If you have dreamed of becoming a game designer, stop dreaming and start designing
your own games!
■ Designer
■ Writer
■ Programmer
■ Artist
■ Musician
Sometimes a person who is talented in more than one area will fill more than one role on
a design team. For example, a designer may also be a good writer and therefore will fill the
role of both designer and writer. This is not to say that you can’t come up with a good
game design working alone. It is just important to note that your design is competing with
other designs that were created by teams of experts. If you can find some talented people
to work with, your design will usually improve.
When designing a game, the team collaborates on the design. The word collaboration
means that the team talks about the design and listens to everyone’s ideas. Then the team
works together to create a great design document, with members contributing in their
own areas of expertise. The collaboration process often leads to significant contributions
to the design if the team is able to come up with a common vision.
In game design, the designer typically is the team leader and is responsible for keeping the
team on track. Here are some suggestions for the team leader to help him or her with run-
ning a game design team.
■ Be organized but flexible. Design meetings can get out of hand very quickly. The
team leader needs to have an agenda for every meeting so that all members under-
stand the items that will be covered in the meeting. There needs to be ample time
to fully cover the topics on the agenda. At times there will be moments of inspira-
tion where some great progress is made. The team leader needs to learn to recog-
nize these moments and not stifle creativity by calling a discussion short just to get
on to other topics. This balance of organization and flexibility is sometimes diffi-
cult to reach, but it is a sign of a good leader.
■ During meetings where ideas are generated, the leader needs to remember not to
criticize the ideas. Criticism will discourage team members from expressing their
own ideas. Remember that the next idea a team member comes up with may be
the one that will be pivotal for the game. Criticism will often cause the team to
keep their ideas to themselves.
■ Make sure everyone on the team participates fully. There is nothing worse than to
have one or more team members who are not fully committed to the game. If for
whatever reason a team member holds back or is too involved in other things, the
whole team will suffer. The team leader needs to get a commitment from each
team member to support the effort completely and then hold the members
accountable for their assigned parts of the design.
■ Build a spirit of cooperation. Game design teams often come from differing back-
grounds. Programmers and artists may have difficulty understanding each other.
The same thing is true for musicians and other team members. Take time in the
meetings to help build understanding for the issues that each team member feels
are important. Don’t proceed with the meeting if there is a basic conflict of opin-
ions. Try to encourage open-mindedness among team members.
■ Keep track of ground covered. Make sure that someone is taking notes during the
design meeting so that the team doesn’t have to cover ground that has already been
covered. After the meeting, have the notes printed and distributed to all team
members so that everyone can keep track of what was discussed. Make sure all
team members have a list of specific assignments. In subsequent meetings, make
sure the notes and assignments from the previous meeting are reviewed.
■ Keep the core concept of the game foremost in everyone’s mind. It is real easy to
get sidetracked in a design session. The best way to avoid derailing the design is to
constantly remember the game’s core concept.
The Game Layout Chart 5
This list should help the team leader work effectively with the rest of the design team.
Running a creative team is more of an art than it is a science, and game design is definitely
a creative endeavor.
Figure 1.1
An example of a simple game layout chart
6 Chapter 1 ■ What Is Game Design?
The advantage of creating a game layout chart is that it forces the designer to fully explore
how the game will work. As a designer works on the chart, game elements often will
change because the designer is getting a better picture of how the game will work. For this
reason, it is important to make the chart in such a way that things can be moved around.
Charts can be as complex as needed to explain the game but should be as simple as pos-
sible so that the reader can quickly tell how the game will work.
Designing Gameplay
Gameplay is an industry term not found in most dictionaries. It refers to the process
of playing a game. A game that is fun to play, has controls that are easy to use and
understand, and has objectives that make sense is often said to have “good gameplay.”
Designing good gameplay into a game is not easy because so many factors influence good
gameplay. However, visualizing how the game will play is a critical first step in starting the
game design. A good exercise is to imagine playing the game and then think about all the
different aspects of the game that go into the game experience. How is the game con-
trolled? What do you see on the screen? What does the game sound like? How do you
progress through the game?
Often when I am trying to visualize a game, I will hold the game controller in my hands
and pretend that I am playing the game. If the game is on a PC, I will use the mouse and
keyboard with the system turned off just to get a feel for how to control the game. I find
that the control system for a game is one of the most overlooked aspects of game design
yet one of the most important. A game is supposed to be fun. When visualizing the game
control system, I ask myself, “Is this fun?” If it isn’t fun to control, it is not going to be fun
to play.
Next I think of how the game looks. Game graphics are getting better and better all the
time. To be competitive, a game has to have great graphics. A good thing to ask yourself
when you begin a game design is, “What will we do to make our game stand out from
other games in graphics?” We will cover designing art later, but it is important to get some
kind of a feel for the graphics at the beginning of the design process. This will help give
the team member responsible for designing the graphics some initial direction.
In addition to the graphics, you also need to visualize the game navigation. How does the
player get started? How many screens does the player have to go through before he or she
can start playing the game? What do the menu screens look like?
Designing the Story 7
Like game graphics, games have sound as well. Think about the audio experience of the
game as you pretend to play the game. What kind of music do you need in the game?
Don’t just think of the music that you like to listen to, but rather think of the music that
really embodies the mood of the game. A good practice is to watch some movies that have
a theme similar to your game. Listen to the music in those movies.
Another aspect of gameplay is a player’s progress in the game. As a rule, games should
increase in challenge level as a player progresses through the game. The designer needs to
think about how a game will become more challenging and how that will affect the other
aspects of the game experience. Will the game become harder to control? Will the game
become faster? Will the obstacles or enemies become stronger?
As the game design progresses, you will have to continue to reevaluate the gameplay. In
fact, the gameplay design isn’t truly done until the game is finished.
Figure 1.2
The spreadsheet shows the organization of the possible story outcomes.
As you can see in Figure 1.2, a story for a game can become very complex with branching
events and situations.
The complexity of the story will depend in large part on the type of game you wish to cre-
ate. A puzzle or racing game may have very little story to it, while an adventure game may
have a very complex story.
Two parts of the story are written in a normal story fashion. Those story elements are the
back-story and the post-story. The back-story is the events that lead up to the game. For
example, if the game is a racing game, the back-story will be the events that lead up to the
first race. The story may be about a young driver who enters his first race on a dare from
his buddies. The post-story of the game is the events that happen if the player wins or the
events that happen if the player loses. In the case of a racing game, the winning event may
be a major endorsement for the player, while losing results in ridicule from his friends.
Designing Characters 9
Designing Characters
In almost every game—with the exception of puzzle games—the player has a character or
vehicle to control. This character or vehicle is called the player character or player vehicle.
In some games, the player will have both a player character and a player vehicle. In addi-
tion, many games will have what is called non-player characters, or NPCs for short. With
almost every game the designer has the task of designing characters.
Character design entails two parts: a written description and a character sketch.
Character Description
A character description is a short explanation of the character. It is usually the first step in
creating a character design. The following is an example of a character description.
Malden Stonebridge—Malden is a guard in the queen’s palace. He is large for a
dwarf and was chosen as a guard for his strength and skill with pole arms. He
never leaves his post and is very dedicated to the queen. Malden wears a red uni-
form (similar to the English Beefeaters’ uniform) with a white neck ruffle and
gloves. Atop his head he wears a dragon-crested helmet. He carries an ornate
spear as a weapon. A creature that looks like an overgrown rodent with large
luminous eyes accompanies Malden on his rounds.
The idea of the character description is to
give everyone a clear picture of the character.
In some cases a character description will
also include a breakdown of the character’s
attributes as they are applicable in the game.
For example, a vehicle in a racing game may
have a number of attributes, such as top
speed, cornering, suspension, weight, and
frame strength. These attributes may play a
significant role in the game. A human char-
acter may have attributes like strength,
speed, dexterity, and intelligence.
Character Sketch
A character sketch usually accompanies a
character description in a game design. The
character sketch is a detailed picture of the
character. It is usually derived from the char-
acter description. Figure 1.3 is a character Figure 1.3
sketch of Malden Stonebridge. Character sketches are usually derived from the
character description.
10 Chapter 1 ■ What Is Game Design?
Written Description
The written description of an environment is a brief outline of the location, with any impor-
tant gameplay features. A gameplay feature is anything in the environment that the player
can interact with. For example, a computer console that allows the player to move to a new
level is an important feature. The following is a written description of a dungeon hallway:
Designing Environments 11
The hall extends for about 40 feet from the foot of the stairway to a massive door
at the far end. Along either side of the hallway about every 10 feet are doorways
cut into the solid rock walls. Each doorway is fitted with a rusty ironbound wood-
en door about 4 inches thick. The doors have no windows and only a small slot at
the base to pass through a meal tray. The walls are damp with slime. The floor is
covered with slime water about 1 inch deep. The massive door at the far end of
the hall looks about the same as the other doors except that it is larger by half with
a painted shield on the center of the door. The painted shield is of a hangman’s
noose.
The better the description of the environment, the better readers of the design document
will be able to get a feel for the world of the game. Care should be taken to describe the
world in detail, so that when the game is in production, the development team will be able
to create the game world accurately.
Environment Pictures
In some instances the game will take place in a real-world setting, or the game may take
place in a setting that is very similar to a real-world location. In those situations, the
designer just needs to take pictures of the location. Figure 1.5 and Figure 1.6 are location
pictures.
Figure 1.5
A European city location photo is used for an environment picture.
12 Chapter 1 ■ What Is Game Design?
Figure 1.6
A photo of an alley
sets the stage for
the game.
More often than not, a photo of the desired location will not be available to the design
team. In those situations, the design team will need to create sketches of the environment.
The sketches can be in either color or black and white, depending on the importance or
complexity of the area. Figure 1.7 is a sketch of a game setting, with the main character
done as a pencil sketch.
Figure 1.7
The main char-
acter stands in
the center of an
environment
sketch.
Interface Design 13
Like the character sketches, environment sketches are sometimes used to promote
the game.
Designing Audio
Audio is an ever-increasingly important part of game design. Game audio is the combi-
nation of all the sound effects, voice, and music used in a game. Many games have a sig-
nature audio feel to them. You know how you often can tell what game your buddy is play-
ing just by listening to the game without even seeing it onscreen? The game designer needs
to think about the audio experience of the game. What kinds of music will the game have?
What kind of sound effects will the game need? Will the game have character dialogue or
narration? What will the volume of each audio component be during the course of the
game? Should the sound effects be louder in some areas or should the music?
Unlike characters and environments, a paper document can’t contain audio files.
However, it can contain a description of the audio. If the document will be delivered on a
CD-ROM or other form of media that supports audio files, samples of the game audio can
accompany the document. The following is a description of the audio in a particular loca-
tion in a strategy game:
The initial base is established on the barren hillside. In the background the lone-
ly moan of a desert breeze is heard. Mechanical noises come from the machinery
used to extract raw materials from the ground. The whine of hovercraft is heard
as units transport refined metals to the manufacturing plant. Banging and con-
struction noises are heard from the manufacturing plant. The sound effects are
kept low to create the feeling of a busy colony just starting out on a desert plan-
et. Over the background noise, the music plays an inspiring march song. The
highest level of sound is the command center giving the player audio updates on
the progress of the colony and its defenses.
This example is a vivid description of the audio for a scene in a game. In this case the
example is a combination of sound effects and music, with voice as the loudest feature of
the scene. For practical purposes, the designer may wish to divide the three audio ele-
ments into separate categories and create a spreadsheet to organize all the audio design.
Interface Design
Game interface is an overall term that describes all the elements used in the game to give
the player control over the game or information. The interface is both the physical con-
trols, such as the mouse and keyboard for a computer game, or a game controller for a
console game, and the visual elements on the screen that are used for information and
control. Game designs should include descriptions of both elements of the interface.
14 Chapter 1 ■ What Is Game Design?
In most games, with the only possible exception being custom-built game systems such as
arcade machines, the physical interface controls are set, and the designer has little say in
what they are. A computer game must be designed to be played with a mouse or a key-
board or a combination of both. A console game system has its own controller that the
designer must use. If the designer does not use the standard control devices, he runs the
risk of having the majority of players unable to play the game.
Even with a standard input device, the game designer has some leeway in configuring the
device. In other words, you may not be able to change the input device, but you can design
how it will be used.
The best way to show how an input device will be used in the game is to draw a diagram
of the device, with call-outs indicating the uses for each button.
Figure 1.9
A HUD design for a racing game
Designing Fun
Designing fun is the most elusive element of any game design. It is also the hardest to
define. There is no concrete way to describe how a game will be fun. Fun is something that
has to be shown rather than something that is described. In fact, many game designs don’t
even include it as part of the design. I have found, however, that attempting to describe
how a game is fun helps everyone working on the game to have a better vision of the goals
of the game.
The best way I have found to describe the fun of a game is to narrate a small sample walk-
through of the game. The following is a brief excerpt from a fantasy game:
16 Chapter 1 ■ What Is Game Design?
The wind moans softly over the grassy hillside as the player looks down into the
village below. A dog howls in the background. There is something wrong with the
village that the player notices right away. There are no people in the streets. In
fact, other than a few stray chickens pecking in the street, there is nothing mov-
ing. As the player steps forward, three figures appear before him. One moment
there is nothing between him and the village, and the next he is confronted by
three death mask warriors who had hidden themselves from his view. Each is car-
rying a long curved sword and a spiked shield. The three warriors spread out for
an attack, with the largest taking the center and the two smaller figures flanking
the player on either side.
Choosing to attack the warrior on his right, the player sprays the other two war-
riors with a blast of magic wind, knocking them over for a moment. With a som-
ersaulting leap, he then clears the sword swing of the right-hand warrior, coming
down hard with both feet planted on his chest. A quick binding spell fastens the
warrior to the ground with vines as the player rolls to his feet a few yards away.
The smaller of the two remaining warriors has regained his feet and is charging
the player. The player quickly casts a magical fist of super-hardened air full in the
face of the oncoming warrior, knocking him senseless.
The last warrior has regained his feet and with a roar swings a flail over his head.
The warrior releases the flail, sending it toward the player and hitting him in the
chest. As the player regains his feet, the third warrior is full upon him with sword
raised. Only a quick dodge to the side saves the player from a splitting headache.
The player raises his staff and begins to twirl it, creating a magical shield, which
stops the blows of his opponent. Then with another spell the player fastens the
third warrior in place with vines crawling up his legs. He then drops the magical
shield and sends another magical fist to cold-cock the trapped warrior. With a
smile he turns and walks to the village. He has defeated his three opponents with-
out killing, keeping the covenants of the higher magic.
The above example is more of a story narrative of a game encounter. The idea is to help
readers of the design visualize the possibilities of the game and help them see how the
game can be fun.
Fun is a hard term to define. What is fun to one person is boring to another. Some people
like action games where the object of the game is control, while others like turn-based
games where strategy is more important. It is important to let the reader of the design
document understand the type of player that your game will appeal to. For example, you
can say, “My game will appeal to racing fans who are looking for a truly realistic racing
experience.” You have just stated the type of people who will find your game appealing.
Now you can describe your game to that audience.
Game Demo 17
Game Demo
In addition to a design document, which is the focus of this book, design teams may want
to consider creating a playable demo of their game. A playable demo is a working version
of the game that shows basically how the game will play. The closer the demo is to a fin-
ished look and feel, the better chance it has of attracting the attention of a publisher.
Demos are expensive to create and generally take a larger team because there is much more
work to be done. A good demo will show the publisher that your team understands not
only how to design a game but how to build one as well. The problem with creating a demo
is that if the demo doesn’t look as good and play as well as the final game, it can actually
hurt your chances of landing a publishing deal. Regardless of whether you feel your design
and demo are good enough to compete with professional games, creating a demo is a good
way to test your game ideas. Even a simple demo can help you explore concepts.
The idea here is to learn how to design games so that you can develop your skills to a pro-
fessional level. At some point, if you stick with it, you will have something you will want
to show a publisher. It may be when you are looking for a job as a game designer or when
you are putting together a young development team, looking for that first professional
game. Whenever it is, understanding how your designs work because you created a demo
and tested them will give you a clearer picture of good game design.
Demos usually take precedence over a game design document in the eyes of a publisher.
If you decide to create a demo of your game, don’t send it to a publisher until the demo
is a good version of your game idea. Make sure all the art and the sound in the demo are
of professional quality. It is also important to refine the game controls so that they behave
as closely as possible to the final version of the game.
Creating good demos of a game takes money unless you can convince your team to work
for free until the game is picked up for publication. In any case, it is a good idea to limit
a demo to a small portion of your game. A smaller, well-done demo is much more impres-
sive than a massive, poorly made demo.
Game Engines
One of the easiest ways to create a game demo is to use an existing game engine. Game
engines are software programs that development teams use to run their games. A number
of game engines are available for beginning teams to use to create demos of their games.
A quick search on the Internet will show that there are many engines available. Some have
very impressive credentials, with hundreds of games completed using their software.
Others may be just as good but not as high profile or with as many completed games.
The best way to choose an engine for your demo is to look at the games that have already
been created with the engine. If you can find a game that is similar to yours and plays the
18 Chapter 1 ■ What Is Game Design?
way you want your game to play, you can put that engine on your short list of possible
technologies.
Game engines usually have a licensing fee; however, sometimes you can use the software
free or at very little cost to create demos. Contact the individual engine developer to get
information on programs for new developers.
Non-Playable Demo
Another solution to the demo issue is to make a non-playable demo. A non-playable demo
is a movie of your game. The movie shows how the game will look and how it will be
played but does not have any controls that the player can use. The advantage of the movie
is that it can be created with less time and money than a playable demo, and you might
even be able to build it with just you and some talented friends.
A non-playable demo is created in the same way as a movie is created. The designer comes
up with a script of the demo. The artist then creates a series of storyboards. From the
script and the storyboards, the team then builds the demo using an art package such as a
3D modeling animation software program. Each scene is built and rendered to look just
like the final game. Once the graphics are finished, the sound can be laid in, and the demo
is ready.
Summary
This chapter has been a very quick overview of game design. Hopefully it has given you
an idea of what goes into a design and what you need to learn to be a game designer. The
rest of this book will go into greater detail concerning concepts of game design.
In this chapter, the following concepts were covered:
■ Designing games is a complex process involving many skills. Designs usually are
created by teams of professionals who have expertise in fields such as program-
ming, writing, art, and sound.
■ Beginners can form teams to create game designs.
■ The designer is usually the leader of a game design team. A game designer needs to
use good leadership skills to manage a design team.
■ Designing gameplay is a process that continues even after the design is completed
and the game is in production.
■ Many elements of a game design are artwork. Great artwork can help a design grab
the publisher’s attention, while poor artwork can doom a design.
■ A demo is a valuable part of a game design if the demo is as good as the final
game. A bad demo can kill the chances of a good design getting published.
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Chapter 2
S
o you want to be a game designer. What exactly is a game designer, and what does a
game designer do? This chapter will explain what game designers are, what they do,
and what you have to learn to become one. It will also give you some step-by-step
projects to help you get started designing games.
This list may not contain every attribute of a good game designer, but it does contain the
most important ones. If you don’t have every attribute on the list, don’t worry—you can
work on it as you go. Just look at the list as a goal for aspiring game designers. As you read
this book and gain experience in designing games, you will soon find you are becoming
competent in most areas of the list. Let’s take a closer look at each attribute.
Creative Thinker
Game design is a creative process. Without creativity, games can become stale and boring.
The game designer must be a creative thinker. Creative thinking means that the game
designer is able to solve problems creatively. The designer is also able to make connections
between seemingly unrelated topics or subjects to come up with something new and inno-
vative.
Creativity is the essential in game design, but it needs to be tempered with good game
sense. Some game designers get so involved in doing something no one has done before
that they forget that the game needs to be fun for the player. There may be good reason
that no one already created that game. It may not be any fun. The best way to work with
creative thought is to channel it toward something useful.
Creative thought channeled by knowledge and good game sense can become a powerful
tool in the hands of a game designer. The process kind of works like this:
1. The designer is presented with a problem.
2. The designer studies the problem to gather as much information as possible.
The Game Designer 23
3. When the designer feels that the problem is understood, then she or he goes into a
free form creative exploration. The exploration is where the designer searches for
ideas from any and every source imaginable.
4. The ideas are written down as they come, without any judgment. That will come
later. The exploration stage may take some time.
After creative exploration, the next phase is to channel the creativity. All of the creative
ideas are organized. During the organization phase, the designer will have a chance to
evaluate the ideas and categorize them into different levels of usefulness. This is the analy-
sis phase, which is important because it puts the creative ideas into perspective based on
practicality. The best ideas are those that are both creative and practical.
After the analysis phase, the designer should have a list of ideas to solve the problem, but the
work is not done yet. The last step is to choose the best idea and convert it to use in the game.
This step may take more creativity and analysis. The idea will need polishing and refining to
get it to work in the best way possible. Figure 2.1 shows the creative progression chart.
Figure 2.1
Creative thinking needs to have structure to be effective.
This chart should be viewed as a guide, not as a rigid system. The point is that the best
ideas are those that combine great creativity with solid practicality. You should practice
the concept. Think of some problems you see in games. Go through the creative process
defined by the chart in Figure 2.1 and see what kind of solutions you come up with. You
just might be able to solve some problems and in the process come up with some good
ideas for future games.
Game development requires the skills of a number of highly talented people working
together for months, if not years. Some development teams are as large as 100 people, but
most are smaller and number around 20 individuals. Each person brings a certain skill set
to the group. The designer needs to understand the role each person plays in creating the
game. It is a little like the composer of a symphony. The composer needs to understand
each instrument, even if he or she doesn’t play each one. Like the composer, the game
designer needs to understand each facet of development, such as programming, art, ani-
mation, sound, and so on
After the game is developed, the work is still not done. The game has to get to the players,
which requires extensive work from another team of specialized people. These people cre-
ate the packaging, do the marketing, get the game to the retail outlets, and then sell the game
to the players. Figure 2.2 shows the basic process for creating and selling games. It is broken
down into four major categories: concept, pre-production, production, and product.
Figure 2.2
The process for creating and selling games includes four major categories.
The Game Designer 25
Concept
The concept phase of game development is the idea phase. It is where the designer jots
down the idea for the game. It usually results in a basic concept document of anywhere
from 1 to 10 pages of game information. It is not a full design document but rather a brief
explanation of the game.
Most aspiring game designers have got this stage under control. They have one if not sev-
eral game concepts. Some are well defined and documented with drawings and charts.
The problem is that they can’t get past this stage to the next one.
Pre-Production
The pre-production phase is the foundation of the game. It is where the game design doc-
ument is created. During the pre-production phase of the game development, the design-
er takes a leading role in day-to-day operations.
The pre-production phase generally has three distinct stages: design, prototype, and first
playable. Each stage has a purpose. The design stage is where the design document is cre-
ated and the production plan for the game is generated. The prototype is where the devel-
opment team takes the design and creates a rapid prototype of the game. The purpose of
the prototype is to give everyone an idea of how the game will look and function, but it
generally has very limited playability. The last stage is the first playable. The first playable
stage is a limited playable version of the game. The purpose of the first playable version is
to be a proof-of-concept of the game. In other words, the first playable version shows how
the game plays.
Production
The production phase is where the game is developed. It is in this stage that the game is
built, tested, and brought to a final product. This is the longest and most costly of all stages
of development. It includes the development of all the game assets, implementation of the
assets into the game, programming the game, and testing the game.
During the pre-production phase of the game development, the designer takes a leading
role in day-to-day operations. During the production phase, the leading role is that of the
producer, who manages the day-to-day affairs based on the production plan. The design-
er’s role during the production phase is more of a problem solver. When unforeseen prob-
lems with the design occur, the designer works out those problems with the development
team and updates the production plan with the producer.
Product
The product phase is not always considered to be part of game development, but it is
important for the designer to understand the whole picture, so it is included in this sec-
tion. The designer is not as involved in the product phase because there are new games
26 Chapter 2 ■ What Is a Game Designer?
that need to be designed. However, the designer often will be consulted on things such as
packaging and marketing. It is also important that the designer understand how the game
will be sold to the consumer. All of these things affect the sales of the game, which affect
the budget for the game.
Solving Problems
Earlier we went over the creative process, which is related to solving problems. Solving
problems is a specific skill that designers need to have in abundance. The creative process
is a good way to approach the solving of problems, but it is not the only way. Many prob-
lems require more than creative thought. They may also require research, experimenta-
tion, and compromise.
Many problems in games have already been solved in other games. If it is a problem in
your game, chances are it is also a problem for other games. Research is a great tool for
solving problems. Once you have a well-defined problem, do some research to see if that
problem was solved in other games. Find out what they did to solve the problem and see
if their solution will work with your game.
Games are usually at the forefront of technology. The designer often has to go out into
uncharted territory when developing a game concept because of the constant pressure to
always find something new and unique. Therefore, as a designer you also have to be a bit
of a scientist. Many times the solution to solving the problem of finding something new
is unknown, and the only way to find out if a solution will work is to experiment with it.
Sometimes there is no adequate solution to a problem. Either the technology is just not
robust enough to handle the game as designed or the planned solution just isn’t fun. In
those cases, the designer has to find a viable compromise. In other words, if what you
thought would work just doesn’t, what else will?
A big area of compromise in games is between graphics and technology. Ever since the
beginning of game development, there has always been pressure to have the best game
graphics possible. It is easy for the artist to create great-looking models and scenes, but if
the game technology can’t support them, they might as well not even try. The compromise
is in doing the best possible graphics within the technology limitations of the game.
Is It Fun?
The key ingredient for any successful game is what is called the fun factor. The fun factor
is very hard to pin down. What is fun for one person is not for another. Some people love
to sit for hours doing matching games, while matching games drive other people crazy.
Some people love a fast-paced first-person shooter, and others find that the first-person
perspective makes them sick. About the best a designer can do is to make the game fun for
its intended audience.
The Game Designer 27
The intended audience for a game is the basic group of people that the game is targeted
toward. For example, if the game is targeted toward business travelers waiting at airports,
a fun game may be an interesting puzzle game. On the other hand, if the game is targeted
to young teenage boys who love head-to-head competition, a fun game might be a sports
game that they can play over the Internet.
By defining the intended audience, the designer can narrow the requirements for fun to a
specific group of people who have common traits. Once the group is narrowed down, the
designer then can start to work on understanding what that group feels is fun. Some of
the best game ideas come not from professional designers but rather from the people who
play the games. The designer should listen to the audience, much the same way a come-
dian listens to them in a monologue. The comedian listens for the laughter. When the
audience is laughing, the joke was a success with the audience. When the audience is not
laughing, the joke didn’t work. The designer needs to watch the target audience playing
games to see what they enjoy.
Often a game designer will get stuck in the trap of designing games that are fun for him-
self. The industry is riddled with what I call nerd games. These are games that are very fun
for a very small group of people, namely the guys who develop games. The game design-
er needs to remember that in most instances what is fun for a sophisticated game profes-
sional is not fun for the average consumer. And likewise, what is fun for the average con-
sumer may be very boring for someone who plays games all the time.
Some of the biggest problems occur in designing games for children. Children often have
limited motor skills (the ability to control fine small movements of the body), causing
them to have problems with sensitive game controls. They also have differences in their
attention span. A six-year-old child is very different from a nine-year-old child. Designing
a game for a three-year-old is a lot different from designing a game for a twelve-year-old.
For one thing, most three-year-olds don’t know how to read. The designer needs to study
the intended audience as much as she or he studies games.
Just to give you an idea of what I mean by game design being a lot of work, let’s take a look
at some of the jobs a game designer has to do.
Writer
A game designer is a writer. Designing games means writing a design document, some of
which can be very extensive, with several hundred pages of information.
Artist
Although being an artist is not necessary, the game designer must be able to sketch well
enough to give the concept artist direction on creating the art for the design document.
Even non-artists can learn to sketch. If you don’t draw well, try taking a couple drawing
classes.
Graphic Designer
The game designer is responsible for the look of the game design document. The concept
artist may do the actual graphic design, but the game designer is the one who has to come
up with the direction for that design.
Programmer
Game designers are not necessarily programmers, but they do have to design how the
game works, which is the basis for the programming of the game. They also have to design
the game within the limitations of the hardware and software, which also takes technical
knowledge.
Manager
Designers manage the design team. The game designer is the leader of everyone involved
in the creation of the design document. This means that the designer is in charge of sev-
eral individuals and has to manage their work, including things such as budgeting, work
schedules, and team relations.
Salesperson
Game designers have to sell their ideas to a number of people. They are responsible for
presenting the game idea to everyone involved in the game. Most of the time, the people
who are funding the development of the game need to have the game idea explained to
them. The designer is the person who has to do the explanation. In larger game compa-
nies, upper management requires reviews of the games. The designer is the one who has
to convince management that the game is good and progressing on schedule.
The Game Designer 29
Researcher
Games are always trying to push technology in some way. The designer needs to stay
abreast of the latest technology. This usually requires extensive research. The designer also
needs to be current with the latest trends in the market.
Game Tester
A good game designer is a good game tester. Every aspect of the game design has to be
tested to make sure the game is good. The only way to know if a game design is good is to
test it.
Communicator
Good game designers are good communicators. The whole idea of creating a game design
document is to help everyone involved in the game understand what the game is and what
to expect when it is finished. The designer will find that he or she will often have to explain
the game to any number of people. The more high profile the game, the more the design-
er will have to communicate.
Needless to say, there is a lot to do as a game designer. These are just a few of the many
jobs a game designer has to do when creating a game. There are probably more, but this
will do for now.
Dedication to Games
A good game designer is dedicated to the craft of making games. He spends countless
hours studying games and game development. It is a passion for great games that drives
the designer to create better and better games.
A dedication to games means that games are important in your life. If you enjoy games
but don’t really think of them other than as a form of entertainment, then game design is
probably not for you. Games are very complex. Understanding them to the point where
you can successfully create them is a job that takes more than just an interest; it takes years
of dedicated work to master the media.
The game designer should do more than just play games. Playing games is a great way to
learn more about them, but it doesn’t give the designer the understanding that is neces-
sary for coming up with great game designs. The designer should study and analyze
games. The designer should spend time just thinking about games. The designer should
imagine new games and play them in his or her mind.
A good practice is to keep a game design journal. The journal is kind of like an artist’s
sketchbook. In the journal, the designer writes and sketches game ideas. If you plan on
being a designer, keeping the journal with you is important because you never know when
a great idea will come around.
30 Chapter 2 ■ What Is a Game Designer?
Getting Started
I am sure you are anxious to get started, so let’s get going on some game design. We are
going to start on something simple and then move on to a few more complex exercises.
Okay, here is your first assignment.
Assignment
A hardware company is looking for a fun puzzle game for its Web site. They have asked you to
design something that is simple yet fun. They want the game to use products found in a hardware
store, such as tools, bolts, nails, and so on. The game should be easy to play and learn.
There’s the assignment. Short, sweet, and to the point. Now what do you do?
Research
The first thing that you need to do is learn about hardware stores. Get a pad and a pencil
and go down to your local hardware store. Wander around and see what is inside. Think
about the items and write down some game ideas. You might not get any good ideas right
away, but keep working at it until you have at least five game ideas. You need at least that
many to start narrowing down your options. Make sure that there are some significant
differences between your ideas. You need to put some thought into this. If all your game
ideas are basically the same game with only minor differences, you really only have come
up with one idea.
When you get back from the hardware store, set your ideas aside and do some research
into puzzle games. You may have some already on your computer or on some of your
game systems. Take some time and play a few puzzle games to refresh your memory. In
your notepad, write down an entry for each game you play and why you found it fun or
why it wasn’t fun. Don’t worry yet about your game—just spend some time analyzing
some games.
If you don’t have any puzzle games around the house, try looking on the Internet. There
are several places that have puzzle games. Many of them will let you play them for free.
Try some of these games and see if there are any that you like. Write down an entry for
each game.
Another good source for information on games is to look at the game review Web sites.
These reviews are helpful because they have information on many games that you might
not be able to find and play. Look up puzzle games and read the reviewer’s impression of
the game. You can also find game reviews in game magazines, if you have any.
Getting Started 31
Create
You should be ready to start the creative task of coming up with a game idea. If you have
done the work in researching as outlined above, your mind should be filled with infor-
mation on puzzle games and hardware stores. Now you can apply some of the knowledge
you have gained creatively thinking of some games.
Get out your trusty game design journal and start working on some ideas. Give each idea
about a page in the journal. Write short game descriptions and make some sketches of how
you think the game will look and how it will be played. Don’t worry about feasibility yet.
You need to get the ideas coming. You will go through an analysis phase later, so it is bet-
ter to just think of ideas. If you start to analyze your ideas now, you will slow the creative
process and may not get the one good idea that will be the winner you are looking for.
It might be a good idea for you to return to the hardware store. Putting yourself in the
environment is often a great way to spark some innovative new game ideas. While at the
store, you should take the opportunity to talk to the people who work there. Get some
insight from them on what customers do while in the store. It might also be a good idea
to just spend some time observing people.
Okay, this next step may sound a little crazy, but try it anyway. It is time to do some cre-
ative combinations. Sometimes to be creative, you have to stretch things a little bit.
Thinking outside the box is what some people call it.
Start thinking of places and things that are seemingly unrelated to a hardware store. Say,
as for instance a city park or a bakery. Try putting the two seemingly unrelated things
together to see if any new ideas come up. Sometimes the most amazing things happen
when we take a look at unrelated things. The formal wear store has hardware in it. In fact,
they probably couldn’t do business without it. The bakery uses items from a hardware
store as well.
Now here is the real fun part of the process. Think of things people do. Puzzle games are
repetitious activities. Think about the activities that people do every day. Think about
work, sports, school, entertainment, and so on. Apply each activity you think of to a hard-
ware store. What would it be like to play golf with items found in a hardware store? What
would it be like to play volleyball inside a hardware store? What about eating out with
items from a hardware store? Would it be interesting to try to use items from a hardware
store to build something?
I hope you are having fun with this project. If this is hard for you, try loosening up and
not putting so much pressure on yourself. Games are supposed to be fun. Creating them
should be fun, too.
By now you should have several pages in your game design journal filled with game ideas.
It is now time to move to the next step and sort your ideas.
32 Chapter 2 ■ What Is a Game Designer?
Analyze
Now it is time to really get to work. You need to take your game ideas and start working
with them to see which ones are good and which ones you need to discard.
Just because you discard a game idea for this project does not mean that it is not a good
idea. It may just not work for this game. That is why it is a good idea to keep the journal.
There may be a game in the future that will be perfect for something that you discarded
on this project.
It is often useful to rank your ideas in the important areas of the game to see which ones
are better suited to the project than others. Figure 2.3 is a screen shot of how the game
ideas might be ranked using a spreadsheet. The ideas are listed in the leftmost column,
and the ranking categories are listed across the top. In this example, only five categories
are chosen to keep this process simple. Some games may have many more categories.
Figure 2.3
Use a spreadsheet to rank the game ideas.
Getting Started 33
The categories chosen for rankings are fun, unique, graphics, simple to learn, and fulfills
mission. The designer, projecting as best as possible how they will turn out in a finished
game should rank each one.
Fun
Fun is a measure of how much fun the designer feels the game will be when finished. You
have to imagine playing the game. Does the game seem to be fun?
Unique
How unique is the idea? You need to rank the game based on whether the game is doing
something that other games don’t do.
Graphics
Will the game look good? This one is a little harder to judge, but it is still important. You
have to imagine how the game will look on screen. Will it be attractive? Can you think of
a way to make this game look good?
Simple to Learn
How complex is the game? Will it be easy for the player to pick up and play, or will it need
to have extensive instructions?
Fulfills Mission
Does the game fulfill the mission of a puzzle game that uses things found in a hardware
store? How well does it fulfill that mission?
In Figure 2.4 the rankings are filled out for each category.
34 Chapter 2 ■ What Is a Game Designer?
Figure 2.4
Fill out the rankings for each idea.
These are only a few of the considerations a designer might have for creating a game.
Others are cost, difficulty to develop, available technology, available resources, and file
size, to name just a few.
The rankings should be weighted by the importance of the category to the success of the
game. Weighting a category means that more points are possible for items that are more
important. In this case, a new line is added to the spreadsheet to show how the categories
are weighted. Notice in Figure 2.5 that fun and fulfills mission are both equal in impor-
tance and are weighted the highest, followed by simple to learn, graphics, and unique. This
is a subjective call. Every game will be different in what is most important and what is least
important. Figure 2.5 shows the ranking line with the possible points for each category.
Getting Started 35
Figure 2.5
Along the top are the possible points for each category.
Using a spreadsheet is helpful because you can easily total and compare ideas with it. The
column on the right of the spreadsheet is the total number of points for each game idea.
Figure 2.6 highlights the totals column.
36 Chapter 2 ■ What Is a Game Designer?
Figure 2.6
The right-hand column contains the totals for each game idea.
It should be very easy to see which games have the most potential. Figure 2.7 shows the
game idea with the highest total and the one with the second highest total.
Using this method, you should be able to select two or three game ideas to analyze further.
The idea here is not to make the final decision, but rather to get the list down to two or
three ideas that can be developed into game concepts.
Getting Started 37
Figure 2.7
Two games with the highest point totals
In most cases the designer is not the person who chooses the final game idea. Most of the
time the person or persons who make that decision are the ones who are paying for the
game. In this case that would be the hardware store executive. The designer should pre-
sent two or three game ideas to the hardware executive, who then will make the choice
based on the concept document.
document with extensive work on its design and appearance. If it is an internal document,
it may not need so much formality.
Regardless of who the document is going to, there are a few common elements that should
be in every concept document. They are as follows:
■ Game title
■ Game platform
■ Game genre
■ Basic gameplay
■ Basic premise
■ Main characters (if any)
■ Cost to develop
■ Time to develop
■ Development team
Game Title
The game title is the working title for the game. A title has to go through a legal check to
make sure it is free to use. Most companies want to trademark a game’s title. This is a job
for attorneys. About the best a game designer can do is come up with a working title for
a game concept.
Game Platform
The game platform is the machine the end user will be playing the game on. For example,
the assignment for the puzzle game project is an online game. Its platform is online PC
systems.
Game Genre
Game genre means the type of game. In this case, the game is a puzzle game. There are
several common names for genre in the industry, such as RTS (real-time strategy), FRP
(fantasy role playing), RPG (role playing game), racing, fighting, FPS (first-person shoot-
er), sports, adventure, simulation, puzzle, and hunting/fishing.
note
Sometimes it is useful to give the reader of the concept document a point of reference. Some games
may not fit nicely into any specific genre. It is often helpful when dealing with these types of games
to find existing games that have similarities to the game being designed. In the concept document,
the designer can mention the existing games and then explain why the new game is similar and
how it is different.
Getting Started 39
Basic Gameplay
It is important to explain in the concept document exactly how the game will be played.
What will the game view be? Will it be first person or third person? What does the player
do in the game? How will the player control the game? How does the player advance
through the game? How does the player win the game? Is there more than one play mode?
All of these questions and more need to be answered in the basic gameplay section of the
concept document.
The basic gameplay section of the concept document is usually the longest. It is often
accompanied with artwork and charts.
Basic Premise
The basic premise of a game is the underlying story as it relates to the game. Some games,
like adventure games for instance, may have an elaborate premise, whereas others, like
puzzle games for example, might be very simple. The premise is the reason for the game,
or in other words, it answers the why question about the game.
Main Characters
If the game has any characters, they should be explained in the concept document. Most
documents will also include a sketch of the main characters. If the game does not have any
characters, this section can be left out of the document.
Cost to Develop
The concept document should have some estimates of the cost of development for the
game. At this stage the exact cost for development is hard to define. The designer needs to
take into account as many factors as possible and come up with a range that the develop-
ment costs will fall into. For example, a game might work out to cost in the range of $1.2
to $1.5 million dollars.
Time to Develop
Related to cost of development is the time it will take to create the game. This is critical
for some projects because there may be a specific date by which the game needs to ship.
To come up with an estimated time to develop the game, the designer has to do a prelim-
inary production plan. We will talk about production plans later in the book.
Development Team
A very important consideration for anyone looking at a concept document is the devel-
opment team. The development team needs to have the ability to complete the game. It is
one thing to come up with a great game idea. It is another to actually be able to create the
40 Chapter 2 ■ What Is a Game Designer?
game. The designer needs to include in the concept document information on each of the
key team members, including their education and relevant game development experience.
Character Design
For the next exercise, you will be designing a character for a game. This is a little different
process from designing a full game. Some games are so large that several people have to
work on the design. A typical assignment for a designer on a large game might be to
design a character for the game.
Exercise
Design a character for a fantasy game. The character should be the female heroine. She should be
beautiful and strong. She will be one of several characters that the players can choose from in
the game.
The process for designing characters is both a visual and a written exercise. In a design
document there is both a written description of the character and a graphic to show what
the character will look like.
Research
As in the previous exercise, start by doing some research. One of the toughest jobs of the
designer is getting ideas for good characters. Designing a good character takes a lot of work.
Sometimes you might have several ideas, go through dozens of sketches, and still not have
just the right character. So where can an artist look for inspiration for characters?
Getting Started 41
One of the best sources for human characters is to observe your surroundings. Sometimes
the best inspiration comes from normal day-to-day observance of people. A good practice
is to go to a public place with a sketchbook in hand and draw. Figure 2.8 shows a page
from a sketchbook dealing with everyday people in a public place. The sketches are done
very quickly with very little emphasis on detail. Most people don’t hold a pose for very
long, so the object is to get some quick general impressions.
Figure 2.8
Quick character studies from everyday life
42 Chapter 2 ■ What Is a Game Designer?
note
Some people become uncomfortable if they know someone is drawing them. If a drawing is rec-
ognizable as a specific person, you should always get permission. Unrecognizable, quick sketches
usually are not a problem. A good way to avoid problems when drawing in a public place is to wear
sunglasses. Sunglasses prevent direct eye contact with people, making it less obvious who you are
drawing.
Another great source for inspiration for characters is to look at the work of other artists.
There are many great examples of characters in great masterpieces of art, comic books,
movies, and other media. All of these media have great examples of character design. One
of the best ways to be the best is to learn from the best. Study how other artists dealt with
and solved the problem of designing a character.
Copying great masterpieces is a long-standing tradition in art that goes back to the Middle
Ages. However, the copying should be done only as a study and never as an original piece
of artwork that the artist uses for a commercial purpose.
Creativity
Once you have gathered the information from the research stage, you can start work on
creating some characters. The idea here is to get just the right character for the game. Use
the clues in the exercise assignment to break down what you need. Now take a look at the
reference material you have gathered. Write some quick descriptions of some characters
that might work for the design. Do about 12 different descriptions. Try coming at the
problem from several different angles.
Each description should be about one paragraph long. The following is an example.
Description
Aloena is a princess of the forest kingdom Fairwood. She is tall and athletic. She has long hair that
she typically keeps tied back behind her head. She is a spell caster and carries no physical weapons
because they just get in her way. She practices forest magic, which is a school of nature magic. Her
skin is fair, and her eyes are green.
Aloena is about 22 years old and has been trained in woods lore by the best trackers in the king-
dom. She is proud of her accomplishments, yet she is pleasant to be around. She loves to sing and
play the flute.
Does the description give you a pretty good feeling for the character? Can you picture her
in your mind? Each of your descriptions should give enough information that if you gave
it to an artist, she or he would be able to create a good looking character just from what
you have written.
Create a quick sketch of each character to go with the description.
Summary 43
Analyze
Once you have your character descriptions, it is time to select the one you feel will be the
best for the game. Set out each description and pick the one you like the most. Ask a few
of your friends to give you their opinions. If you want to create a selection grid similar to
what you did for the first exercise, go ahead and give it a try.
Selecting characters is often a very subjective process, and there are no hard rules for what
you do. Just eliminate each character one by one until you have only one left.
Summary
So what do you think of being a game design-
er so far? I hope you are having fun.
In this chapter, several important aspects of
being a designer were covered. You should Figure 2.9
now have a good idea of what a game design- The character sketch should match the charac-
er does and what a game designer is. You ter description.
should also have a good understanding of the
attributes of a good game designer.
44 Chapter 2 ■ What Is a Game Designer?
Hopefully you followed the exercises in the chapter. If you did, you will have learned about
designing games and designing characters.
In the next few chapters you will be learning about creating a game design document of
your own. Each chapter will cover a specific aspect of creating a game design document.
In this chapter we covered the game concept document. I suggest you take some time and
create a game concept document for the game you will be designing as you go through
the book.
Chapter 3
N
ow that you have designed your game conceptually, it’s time to put that design
down on paper. The result will be the design document. This document will be
revised multiple times. Even after the game is in development, there will be revi-
sions to it. Keep in mind that you’ll be working with the design document for a long time.
A well thought out design document is crucial to developing a good game. You need it so
that anyone reading the document will know what the game is all about. It will help you,
the developers, and the publisher understand what is being developed. You will describe
the game’s story, how levels are played through, development of the characters, possible
marketing and distribution, and so on.
A good design document should be readable. While you may need to use some sophisti-
cated or technical language to explain certain aspects of the game development, it is
important not to make it difficult to read or understand. The language should be persua-
sive and excite the reader to want to play the game. Of course, to make it more readable,
use a spell-checker, check your grammar, and make it look good! Make the reading of the
document as enjoyable as possible. Most people do not enjoy poorly written material full
of misspelled words. Making it look good is a sign of your professional abilities.
In the design document, you will want to prioritize the elements of the game develop-
ment. This is important for the publisher as well as the members of the development
team. Sometimes there are financial or time restraints that require that the project be
reduced. If it becomes necessary to limit the project, this prioritization of the game is a
great place to look first. With the elements prioritized, it should be clear to everyone what
elements are most important and which ones are of lesser importance. If you have to
make a decision to cut something, generally you will want to cut those things of lesser
importance to the game.
45
46 Chapter 3 ■ The Design Document
If you are wise, you will use the design document during the development phase of the
game. As with all game development, lots of great ideas for the game aren’t conceived until
during the actual development phase. After reviewing these great ideas, you then have to
make the decision as to whether or not they should be implemented. If the schedule has
already been created in such a way as to allow for some change, it is easy to implement
some of the small changes. However, some ideas cause significant changes to the develop-
ment schedule, and a continuous barrage of small changes will ultimately cause problems
as well. The design document should include how changes are reviewed during the devel-
opment cycle and how they might be implemented.
tip
When you enter into an agreement with a publisher to develop the game, it is important that the
contract between you and the publisher provide very specific language as to how changes in the
development of the game will be implemented. It doesn’t matter whether changes come from the
development team or the publisher. There must be a procedure put into place that will protect you
if changes are implemented that increase your development time or costs. This is a great time to
use an attorney.
The rest of this chapter will describe elements that are often included in a design docu-
ment. Because there are many types of games, your design document may include ele-
ments that we haven’t described, and you may decide not to include some of the elements
that are described here. You may also decide to completely change the order from what is
presented here. Hey, that’s perfectly okay. The design document is your opportunity to
explain and describe your game, and you should certainly create it to fit your needs. To
further help you in developing your design document, we have provided a sample design
document in Appendix A, “Design Document.” The original design document is for a
motocross game that was developed for a popular game console. We have modified the
document by changing the game platform to the PC. As a result, don’t look at the techni-
cal details too closely.
Again, remember that the design document is a fluid document!
page that the document is copyrighted. If your word processor has a Header/Footer fea-
ture, use a continuous footer and include your name, page number, and “Confidential”
throughout the rest of the document. You will have spent a considerable amount of time
designing the game and putting it down on paper, so take the time to clearly indicate that
it is copyrighted and confidential.
Figure 3.1
Use graphics, fonts, and layout to draw the reader into the document.
48 Chapter 3 ■ The Design Document
Introduction
The first few paragraphs of your design document are a summary of the rest of the doc-
ument. Essentially, it is an executive summary. The introduction will be one of the last ele-
ments of the design document to be finalized. After writing the rest of the document, pick
out the highlights that give a brief overview of the document and place them at the begin-
ning of the design document in the introduction. This serves two functions. Those indi-
viduals who don’t take the time to read the entire document will at least get a reasonably
accurate overview of what the game is about. And the ones who continue to read the doc-
ument to the end will have an overview of what’s coming in the rest of the document.
In just a few paragraphs, describe what you envision as the game. Build excitement into
the document, and since some of your readers may not get past the introduction, you
want that excitement to start in the first paragraph.
Clearly state the goals of the game in the introduction portion of the document.
Obviously, this means that you must have decided what those goals are. Tell the reader up
front what it is you are trying to accomplish. Are you developing a brand new type of
game, or are you developing a complete knock-off of an already popular game? It doesn’t
matter; just tell what it is that you want to accomplish. This is the place to give an overview
of the explanation and description of what the game is all about. Start by telling the read-
er what type of game you are designing. Give a summary description of the game world.
Describe what and how the player will control. You will want to answer the obvious ques-
tions that the publisher might ask.
Game Overview
You are now entering the section in which you flesh out the substance and detail of the
game and the philosophy behind the game. This is where you lay out in detail your vision
for the game that your design team has decided upon. Give a reasonably complete descrip-
tion of the game and include the goals of the game in this area as well. You have already
created at least a simple game layout chart and have determined how the game will work.
Now you need to describe that on paper so that the reader can understand the game. This
isn’t the section to include any real technical information, but it should be descriptive and
very readable.
Design Document Elements 49
At the end of this section, follow up with the game requirements. There is a delicate trade-
off that you must address when you are designing a PC game. If you want the broadest
possible market penetration, then you need to develop a game that will run on some pret-
ty old hardware. Unfortunately, those restrictions will stop your game from being on the
cutting edge of technology with all the neat bells and whistles that the artists and pro-
grammers will want to put into the game. On the other hand, if you develop the game for
only the latest technology, you won’t be able to sell very many copies of the game. When
you establish the hardware parameters, you are doing two things. You are setting the lim-
itations within which the artists and programmers must work, and you are setting the
level of expectation for the publisher.
If you are anticipating that the game will be localized, indicate that multiple languages will
be supported as part of the game requirements. Knowing that the game is going to be
made available in other languages is something that the programmers should know about
right up front. The ultimate decision, of course, will be made by the publisher, but your
consideration of the matter at this point is a sign of a good designer.
Follow up with the anticipated completion date for the game. The completion date is gen-
erally the month or quarter when you will give a gold master of the completed game to the
publisher. Understand that the completion date and street date are two different dates. The
street date is when the publisher will release the product for sale. The publisher has to have
sufficient time to test, replicate, and package the product and then move it into the distri-
bution channel. If you are developing a console game, then you may need to increase your
development period sufficiently to include the approval process by the console maker.
An example of the game and hardware requirements might be these:
■ Game Genre—Arcade strategy.
■ Target Audience—12 years and older. (List the primary demographic. If there is a
strong secondary demographic, feel free to list it as well. A demographic is a statis-
tic which describes segments of human populations broken down by age or sex or
income and so on.)
■ Minimum Platform Hardware Requirements:
■ 1.4 GHz Pentium 4
■ 256 MB RAM
■ High color/16-bit capable 8 MB video card
■ 48x CD-ROM drive
■ Sound card
■ 250 Meg available hard disk space
50 Chapter 3 ■ The Design Document
The Competition
Unless you are creating a new genre, there will be competition. Identify the other games,
either announced or on the market, that directly compete with you in your genre. Tell the
reader enough about these other games that he will be able to understand why your game
is different and, hopefully, better.
Key Differentiation
Okay, now it’s time for you to take the key benefits you listed and combine them with the
competition section to define the key difference between your game and the others. This
should be a short section. In fact, you should try and make it just one sentence. And, you
might as well memorize it! You are going to be asked more times than you want to count
what your game is all about. When you combine this sentence with a one-sentence
overview of the game, you will have a great answer.
Succinctly stating the key differentiation will help the publisher better understand the
game. It also means that you have thought this out, which builds the publisher’s confi-
dence in you as a designer.
Game Features
The Game Features section is the meaty part of the design document. Here is where you are
going to give significant detail so the reader can visualize the game as you see it. Spend as
much time as you need to make sure that this section is very readable and understandable.
Game Flow
Game flow describes how the game is played from a decision-making tree. You should
work closely with the programming member of your design team in developing this
section.
52 Chapter 3 ■ The Design Document
Figure 3.2
An example of a simple game flowchart
Design Document Elements 53
Figure 3.4
Sample male character drawing
55
Design Document Elements
Game Engine
A game engine is a software program that a development team uses to run the game. You
will probably be able to create your game much more quickly and efficiently if you use an
existing game engine. After you have determined which engine you are going to use, give
56 Chapter 3 ■ The Design Document
an overview of it and describe its primary attributes. For example, explain how the engine
handles collision detection, particle effects, water, and so forth.
Camera
The placement of the camera is an important issue in gameplay in 3D games. In this sec-
tion, you will want to explain how the camera will be used in the game. If this section is
very sophisticated or changes throughout the game, then break it down into subsections.
For example, Motocross PC offers three different camera positions while racing. The default
is a third-person follow camera with the camera positioned just behind and above the
motorcycle. The player may select from two other camera positions: a first-person view
with the camera located just above the handlebars or a more distant third-person follow
camera with the camera located farther behind and above the motorcycle. However, the
replay mode provides only a fixed camera view in which cameras are positioned through-
out the track in such a manner that the player is always in view. When the player begins to
move out of view of one camera, the onscreen view is switched to the next camera.
User Interface
The user interface section includes all the information that is provided to the player to
help him play the game and includes the player controls. Break down the components of
your user interface and provide a detailed section on each component.
Player Controls
For a PC game, the considerations for player controls are generally greater than for con-
sole games. The reason for this is that the PC has so many more potential control options
when compared to the console. You will need to decide how many ways the player will be
able to play the game. Will the player use the keyboard only or will the mouse be used as
well? Will other PC input controllers be supported? The better you can describe how the
player will experience the game, the better. Explain how the player moves characters, vehi-
cles, and so on. If keyboard control is allowed, explain the keys that will be used in the
game. If you are supporting a controller, insert a graphic of the controller into your design
document. Then use text boxes and arrows pointing to the various parts of the controller
as you describe how the player controls the game. You might also consider using a table to
list the elements of the game that can be controlled by the player and the keystrokes or
controller button presses necessary to execute it. For example, Table 3.1 is a list of the
tricks that can be performed by a player in the Motocross game and the keystrokes neces-
sary to perform each trick.
Design Document Elements 57
Gameplay
In this section you will describe the stuff that is key to the gameplay experience. If the
game will be both single- and multi player playable, this section will generally be broken
down into Single-Player and Multi-Player sections. This section should be bigger rather
than smaller because this is where you are describing in great detail what the player or
players will be doing during the game. Remember, in a game, you want the player to be
able to do lots of fun things. Describe as many of them as you can so the reader will more
fully understand why the game will be fun to play.
playing left in the Arcade mode. The player will be able to race against the artificial intelli-
gence (AI) racers provided, or he may play against another player in the two-player mode.
A key element in developing a game is to understand and plan for the amount of time that
a player will spend playing the game. You should indicate how many hours you think a
player will spend playing the game as a single-player game.
Audio
Generally, you will be working with an audio designer to complete this section. At the very
least, you need to have the input of someone who knows and understands the audio issues
that will be involved in the game.
The audio effects are often the unsung hero in a game, adding a sparkle that gives a sense
of fulfillment to the player. Take the time to give a good overview of the voice, music, and
sound effects that will be used in the game.
Technical Considerations
In this section you are going to discuss the known technical issues. While the technical
issues of the game are discussed in the design document, it is a mistake to include the
technical design document within the design document. The technical design document
is written after the design document is done. A good technical design document will sig-
nificantly cut the development cycle. Unfortunately, many programmers don’t create a
technical design document. The time spent in preparing well thought out design and
technical documents will pay off significantly during the development phase of the game.
The technical design document should include the requirements of the game; overviews
of how objects, functions, and data interact; and coding conventions such as variable
Design Document Elements 59
naming and comments. The document will describe and explain all the technologies that
will be used in the game development. It should include the projected system require-
ments and dependencies, file types, and data layout.
In the design document, however, you will include a summary of known technical issues.
For example, in the Motocross game, all motorcycles not controlled by players are con-
trolled by AI. How is the AI going to be implemented?
Artificial Intelligence
If the game will need artificial intelligence (AI) in the game, include a section on how it
will be implemented. Where will it be used, and what are the issues involved? You may
need only a brief description if it will be covered in more detail in the technical design
document. Otherwise cover it more fully in the design document.
Give an overview of the code architecture. If the game is a multiplayer game, address the
issues that will arise. For example, if your game may be played over the Internet, then you
need a section briefly describing how this will work. If the game may be played over a net-
work, provide a section briefly describing how and what type of networks will be sup-
ported and how the player will experience the game.
The key in this section is to let the publisher or whoever is reading the design document
know that you recognize the technical issues that the development team will have to
address and overcome. You aren’t expected to address the issues as completely as they will
be addressed in the technical design document.
Figure 3.9
Sample development team member bio
At least three elements are contained in a milestone if you are being paid to build the
game. If you aren’t being paid to complete a milestone, then there will only be two ele-
ments in each milestone. First, you have to decide what level of development will be
accomplished at a particular milestone. Then you have to decide by what date that mile-
stone will be finished. Finally, since most people like to be paid for their efforts, you need
to attach a payment to each milestone. Each milestone then includes a reasonable descrip-
tion of the game development that will be completed, the date by which that development
work will be accomplished, and the amount that the publisher will pay for that milestone.
Table 3.2 is an example of what a Milestone Chart might look like.
Design Document Elements 61
tip
While we’re on the subject of being paid for your efforts, you should fully understand the lag time
between when you have completed a milestone and when you will actually be paid for it. There is
generally a lag time of 2–4 weeks between when you complete the milestone and when you get
the check in your hands.
This is an extremely important section. You must be accurate and realistic in building the
milestones. First, it is from this section that you will be paid. You must accurately deter-
mine how much time and work it will take to accomplish what you have described in the
milestone requirement section. Additionally, you must hit your milestones on time. You
don’t want to discover until after you’re in the development cycle that your programmers
take twice as long to complete their work as you budgeted for. Virtually all publisher devel-
opment agreements include a termination clause by which the publisher can cancel the
agreement if the developer is not producing the game in accordance with the milestones
listed. While such a clause is there to protect the publisher, the result is also helpful to you
62 Chapter 3 ■ The Design Document
as a developer. You probably need to keep the project on a sound financial basis! Following
the schedule and budget that you put together is a great step in the right direction. In
putting the milestone chart together, you should use all the help you can get from the other
members of the design team.
As stated above, you should seriously plan on having at least one milestone per month.
This will allow you to pay your employees, overhead, and even yourself on a regular basis.
However, there is another equally important reason. Communication between the pub-
lisher and the developer can be less than desirable during the development cycle.
Submitting and gaining approval for milestones forces the two parties to communicate.
You don’t want to be going in a direction other than the one the publisher thinks you are
going in. The earlier a problem can be detected, the quicker it can be addressed and cor-
rected. Frequent milestones help in this area.
If you are submitting the design document to a publisher in hope of obtaining a develop-
ment agreement with a publisher, you should include proposed completion incentives
and royalties for the game. If you have already entered into an agreement, and the design
document is one of the milestones, then leave that information out because it will already
have been covered in the publisher’s development contract. For example, if you finish the
development project on schedule, the development team will receive a cash bonus of $xzy.
Summary
Now that you understand what is involved in putting your game design on paper, there
are just a couple of things to remember.
■ The design document is the culmination of a lot of work by you and the rest of the
design team. If you haven’t done a great job, there probably won’t be any addi-
tional work done on the game you’ve designed. As a result, there are a lot of good
reasons why you should do your very best in putting the document together.
■ It requires that you not only think the game through from the beginning to end of
gameplay but to accurately describe it on paper. The outline used in this chapter is
representative of how a design document can be laid out. However, remember that
this is your document. Feel free to rearrange the sections of the document to
describe your game accurately. Add more if you need to and remove what isn’t
applicable to your game design.
Chapter 4
I
deas are a dime a dozen. It’s the really good ideas that count. Surely, you will want to
share this idea with your friends and others, but half-baked ideas won’t interest them.
It may seem easy to just sit down and say “this idea might be fun,” but there must be
some thought put into it for you to take the idea and make it a good game. You need to
focus on this part for some time to really flesh it out. But too much time is not a good
thing. First, you won’t be able to write the document consistently, making it sound good
from beginning to end. Secondly, you have to get it down on paper so that you can pre-
sent it to your friends or a group that will actually help you develop it. So let’s get started.
to find you watching the news instead of cartoons, but the ideas are there. Everyday activ-
ities like going to the mall to hang out can inspire a new game. Oh, sorry—that one is
taken with Mall Tycoon from Take Two. But that doesn’t mean that you can’t top it and
make something better.
note
Remember when you start working on an idea to make sure there is not something too similar
already done. Copyright laws could keep you from making it to the big time. Be sure when you use
an idea that it is different enough from where you got it. Making a game with orcs and humans at
war and calling it Battlingcraft instead of Warcraft would not be enough of a change to overcome
that copyright holder’s rights.
Examples
You may want to find something that is in fashion and will stay in fashion for a while. At
least it will need to stick around until after you have developed the game. Or you may
want to create the fashion or trend with your game. Many games try to set the fashion or
trend for a time. Warcraft by Blizzard Entertainment set a standard for real-time strategy
games, but now there are so many people trying to copy and change that genre that the
games seem to be the same old thing. If you choose to follow this path, you must find a
unique quality of the game that will change how others view the game. It could be as sim-
ple as changing the story, but it will usually mean finding a gameplay element that has not
been seen before. Blizzard decided that more depth was needed. They took the game from
a 2D sprite-driven game and added a missing key component, the third dimension. The
change took the old game and made it into a great hit, not that it needed much to become
one. This was not the only change that was needed for their next generation of gameplay,
for they also added a role playing aspect
Others create and keep a good trend going, like Castlevania by Konami. But they do have
to reinvent the game for the new console or the better PC. More power means that more
can be done. If you look back to the 1990s and see a game that might have been popular
back then, and if it has good gameplay, then making that game come to life with the new
power of the console or PC could be a great idea. Or vice versa, find a game you like now
and remake it into a board game. There are many groups that love to play role playing card
games and war board games that are still looking for other ways to play and more variety.
Castlevania started as a simple 2D side-scroller that built up a following by releasing sev-
eral new storylines and new time periods. These games with their new stories caused a
change in the gameplay. But later the designers reverted back to the original gameplay, as
they saw that the followers liked the older style of play. While the general idea was still the
same, a lot of the goals and what was required to win had to be updated and modified.
Any Questions? 65
The next step in its evolution had to be 3D, and it worked. The zealots (or the following)
thronged to see the new incarnation of Count Dracula. A fun aspect brought into this
game is the flow of being able to trek through the castle without having to worry about
which way to go. This aspect draws many players to spend more time playing the game
because they can better their skills and better their character.
This form of the role playing game (RPG) was really striking. It added something new to
the way an RPG could be played. When looking for your idea, you’ll probably select a
genre and find that you have some new element to add to it. You will have an idea worth
putting down on paper.
It doesn’t have to be an RPG. There are many different types of games out there, and when
you find a game that you like to play, you probably want to make a game that fits in that
genre. You will be more passionate about your work. You will want to devote your time
and effort to your masterpiece. If you really don’t love the type of game, you might not
put as much energy into it, even though the idea may be a great one.
Read
One of the best things you can do for yourself if you want to be a good game designer is
read. Reading will stimulate your mind and help you find solutions to holes in your
design. In addition, there are great ideas out there waiting to be picked up and read. If you
read before going to bed, there is a good chance you’ll dream something similar to what
you have read. There’s an even better chance you’ll remember the dream, ready to be writ-
ten when you wake up. There are many topics and information available at your local
library that you can use as a starting point. The legends of Robin Hood have initiated
many good games and titles, for example.
Any Questions?
There are many questions that you can ask yourself to help find and
identify your ideas. Below is a list of a few questions that you must ask
yourself and answer. In the rest of this chapter, there are probing ques-
tions and thoughts that can help you find these answers. Think of this part
as the brainstorming session.
66 Chapter 4 ■ The Game Idea
note
In the creation of your document, you must consider the main point of your design document: What
will the player do? This question must be answered before you will be able to get a design docu-
ment to flow. A good first step or first rough draft consists of a short one-page description of what
the player must do or accomplish, either for gameplay or to win. The next section of this chapter
will help you with a general idea, but after reading it you should have a good idea of what that
first step will be. As you read through the next section, remember to consider these two things: You
need to enjoy the type of game, and you need to know the player’s goal.
such as gold or other forms of money. Many times you have to break boxes, crates, bar-
rels, or pipes or knock out enemies to find the items. This is the replay quality of the game:
having a reason to play again to beat your score and finish in less time than your first try.
Is There a Difference?
There is a difference between action and adventure, albeit a small one. Action tends to have
more fighting, and adventure titles let the player collect more items and use them in the story.
Both have what is usually a single-player story. The player will probably be required to tra-
verse many different areas or levels in exploring the world to accomplish the final goal. Along
the way, the player should learn of the character’s abilities and the best way to use them. This
gives the player a mode of progression, making the game better and more fun to play.
What is in the world that needs to be fixed so that there is a happy ending? What will the
player collect? Can the player use the stuff that he collects? Will the player automatically
pick up the items, or will there be a key or button to use to collect the items? Usually the
player will have a health meter of some sort; will the items heal or help the player stay alive
or keep from fainting? To win, how much stuff or what percentage of stuff will the player
need to collect? Think about the items that you will want to pick up. What will they be?
What use do they have?
Power-Ups
One type of item you can have in your game for collection is a power-up, which increases
a character’s skills or abilities. They are usually used to help the player progress in the
game. Power-ups add to the gameplay and sometimes are critical to getting through some
parts of the game.
Pick Your Genre, Any Genre 69
You have a deep chasm in front of you and the princess is on the other side; how do you
get to her? How are you going to save her? Then you notice a small object. What does it
do? You collect the object, and now you can jump fives times farther.
Having special abilities can make the player more empowered. The player can become
more immersed in the game if he can do something better, if it is done in the flavor of the
game. Too many power-ups can make them seem bland. Be careful as you design to think
this part through.
Fighting
Mano-a-mano, hand-to-hand, foot-to-foot, and other appropriate body parts can be
thrown together. Using more confined areas or arenas, you must outmaneuver the com-
petition and literally kick its butt. Fast finger movements and quick reflexes are the king
and queen here. To stay alive, you have to fight your way up the list of contenders.
Below is a list of things to consider when choosing this genre:
■ Location. Location. Location.
■ Special movement for the camera—fixed or following.
■ Fighting combinations and reactions.
■ Controls.
■ Special effects.
A fixed camera will point at the player’s character and try to keep the action in view. It
rotates a little but does not move from its position, as if mounted to a wall or under a table.
The camera may zoom to accentuate the action or dramatic area. If the camera does not
have a good view of the scene for the player, it will switch to another camera or location so
that the best or closest shots are made. This method relies heavily on the game content
designer, as he must place the locations for each scene.
The follow camera tags behind the player’s character. This camera tries to keep the area just
in front of the character’s movement visible at all times. If the player is moving around, the
camera will swing around to stay behind a little for a better view. If the player stops and
turns around, the camera might wait for further movement before it will swing around.
This motion requires camera controls that the player can use to swivel it into position. To
some players, this can be disconcerting and annoying at the very least. Keep the camera in
a good position behind the player’s character.
Combo #5
A combo is a sequence of moves that deals more damage when performed together rather
than separately. The sequence can also produce a new movement for the character, for
example, pressing left moves left but left, left, then up might produce a roll to the left
jumping at the end of the roll. A small list of the really good combos and how you can pull
them off will help with the next section. Also, this helps you come up with one of the sell-
ing points, a point that marketing directors want to see. Think about the takedown
maneuvers and what can knock down a character in the game. Will the characters get
thrown very far, or will it be more realistic? Make the character’s actions fit your location.
What are the best moves? How hard is it to realize or complete these actions?
Stay in Control
The controls that define movement and attacks are critical in making a serious fighting
game. The player will need to move easily and pull off the sequence that will perform an
attack. If the controls are not separated well enough from the left and right hands, the
player might find it confusing and hard to play. Keep the controls simple.
You’re Special
In thinking about your custom moves and controls, ponder a moment about what these
actions will look like. The special effects of actions are the eye candy that keeps the play-
er interested. If you want the character to make a great swing, then there should be an arc
that is shown behind the arm doing the swinging. The custom moves or actions will need
to have custom or special effects associated with them. You will want to lay out a few ideas
of what they might be like in your design document.
Pick Your Genre, Any Genre 71
First-Person Shooter
This is a very common genre found among young adults and older kids piqued by interest
in historical battles and war. If you like to sneak around and spy on others, this is your kind
of genre. If you like to run around with a water gun and don’t care if you get wet as long as
you get everyone else wet, then this is your genre. There are many activities that can draw
a parallel with this genre. It includes games from sneak and spy to seek and destroy, from
small foam ball or paint ball weaponry to large weapons of mass destruction.
What Else?
This list is not exhaustive and is small compared to the overall game design document you
are preparing. These are just the high points of a successful game. A very good practice
while making your designs is to visit Web sites that display such highlights. These points
are those that will be made by the marketing team when your game is published.
This genre almost requires that there be a multiplayer experience along with the single-
player story mode. There have been a few games in this genre that have succeeded with-
out a multiplayer mode but not many. The whole idea is to blast something, with or
against your friends. The player uses the single-player mode to get better at the game so
that when he does battle with friends, the player will be the best. Be sure to remember that.
The single-player mode is for training in this genre.
72 Chapter 4 ■ The Game Idea
Weapons
Will your weapons be the latest in technology? Will they be authentic for the time period?
Will they be futuristic and advanced? This helps define the storyline and gameplay. The
player able to use only a knife while the enemies have superpowered laser-guided missile
launchers probably won’t have fun. Will the player be able to pick up anything or use any-
thing in the game as a weapon? The player could find rocks at first and then after beating
an animal use the hide to make a sling and then beating a larger animal use the sinew as
a bow string, and so on. Will the player be able to destroy the world? Can the player make
a hole in a wall to get a better shot at the enemy?
Answering these questions makes changes in gameplay and in the story for the player,
including the final goal. As you think about the weapons and what the world is like,
remember to keep the winning objective in mind. Will the player be able to accomplish
the tasks necessary to win? Be sure that your goal matches the gameplay.
Hunting
Similar to first-person shooters, hunting games use weapons and the techniques of that
kind of fighting. Hunting games pit the player against animals or other, supposedly less
intelligent, creatures. These games usually stay realistic in nature, with vast expanses of
territory that can be covered. Current high-powered rifles allow you to shoot your prey
from quite a distance. Will your weapons resemble antiques or be more modern? Review
the previous “Weapons” section.
Crawling through grass, nesting atop the branches, sighting in the prey, making sure the
right deodorant was used, and the wind blows the right way. You are now ready to shoot,
but you left your gun in the truck. You miss the opportunity of a lifetime as a brilliantly
crowned stag runs off as you begin your trek back to the truck. Remember the vast terrain
that you just hiked through. That way you can find your place again, just in case that stag
comes back.
Terrain
In order to stalk prey, the player will need to have varied terrain that includes some sort
of cover: hills, buildings, rocks, grass, trees, or cactus, for example. What will the environ-
ment look like? The Jurassic period has received some acclaim. Off-world locations might
be interesting as well.
Maybe you can play as a Native American on the Central Plains and follow the buffalo
trail. You might find yourself on an extraterrestrial landscape hunting the worabog.
Wherever you choose to wander and stalk, you need to keep the weapons and tools func-
tional in the given terrain. The world may also be used to set and lay traps as the fur
traders did. It might also be fun to make the world deformable, so that you can make your
own hideout or dig your own lion trap.
Pick Your Genre, Any Genre 73
Puzzle
Many sub-genres or types fit into the puzzle genre. If you have browsed the Internet,
chances are you have run into puzzle games, at least the advertisements for them. These
games use strategy, as is true for any puzzle. The range of these games includes fast-
clicking action, slow-moving jigsaw, card and board, letters and words. The Web is full of
puzzle games, with many sites dedicated to just that.
Cards don’t have to have the usual faces like the queen and jack. The cards could have
aliens with different powers that are used to protect your cards and destroy the oppo-
nent’s. The cards might represent soldiers in battle in a life-and-death struggle for two
people trying to capture all the cards. Use the cards as land, magic, creatures, warriors,
countries, principalities, or just plain old numbers.
Board games play as puzzles: You must solve something to win. Some of the time it’s the
best path from beginning to end, but games like chess, Mah Jong, murder mysteries, and
shape placement or inlays use quite a bit more thinking. Chess still does well on the mar-
ket. Mah Jong or tile collection games keep players interested by allowing them to create
their own tiles and layouts for collection. Murder mysteries get new twists with more
rooms, more objects, and more suspects. Shape inlays build on mathematics skills or
problem-solving skills without the player knowing.
Do you want to use more strategy working out a solution? Find out who did in Mr.
Nobody in the root cellar with the rat poison. You must correctly remove items from eye-
witnesses or find clues in the creepy old house to solve the mystery. Would you like more
random roll-the-dice kind of play? Little snakes are chasing our little lizard hero. Roll the
dice and help the little lizard make it to his hole and into cover before the snake gets him.
If a snake lands on him, he has to start all over again.
Jigsaw
One type of puzzle is a jigsaw puzzle. There are many different ways to approach a jigsaw
game. There are pieces that lock once they are placed, and there are free-floating pieces
that allow the puzzle to be finished anywhere on the playing field. Some have borders to
show where the edge of the puzzle must go. A timer for counting up or down can be used
to keep the player placing pieces as fast as he can. Before starting, you see the picture that
you are trying to make for only 15 seconds, and then you must re-create it.
levels you complete? The player might be able to rack up any score, given great skill for the
game. Of course, the game should present some training in the form of simple levels and
make early advancement easy so that the player gets hooked. Then throw the big stuff at
him, continually making it harder with higher levels. Then maybe time won’t matter. The
players will eliminate themselves.
Universe
Sit back now and contemplate your universe. I’ll wait.
Where will the character go? What requirements will you place upon the player’s charac-
ter (PC)? To what lengths will the PC go to win the game? Will the PC be able to roam and
fight and keep on going without any end in sight? You can make the game respawn ene-
mies every so often so that the world is always populated with them. This gives the player
something to do at any time and can help him improve the PC. The game may be played
on many different planets and allow the player to move from one destination to another
through portals or space ships or whatever. From mountains to valleys, Earth to Venus,
our solar system to Sigma Prime, wherever you wish to roam, you need to think about
your player’s ultimate goal. What is the player supposed to do?
Sometimes it is nice to contemplate that you will create the largest universe or playing area
this world has ever known. Remember that if the character has to wander too far without
anything to do, the player will get bored pretty quickly and think he didn’t get what he
paid for. You must also think of the logistics. How big can the universe really be? The game
has to run on your chosen platform. Memory restriction, loading speed, number of disks,
and disk space in general can preclude you from being able to realize your game.
RPGs have varied universes: underwater, underground, magma, fantasy or medieval
earth, different planets, space vehicles, and space itself. They may contain anything in
between and any combination. If you can imagine it, you can put it in. Just remember not
to imagine too grandly. It can be unique and large, just not too large.
Quests
Marketing directors like to show that their RPG contains a vast number of quests and
quests that evolve. This feature allows the player to pick and choose between the quests
and find the ones he would most like to tackle. If you are forced to play through a lame
quest, you might find it difficult to stay focused on the game and lose interest in it
altogether. Make sure you create several different types of quests, not just a lot of them.
The number of quests will not make up for the quality.
You might include helping a young couple, Romano and Julia, get married, even though
their families are feuding. Overcome the monsters destroying the peasants’ fields and their
only source of food. Win the heart of some forlorn lass or lad. Destroy the giant beast that
guards the bridge in order to make passage safe. Find your long lost brother or other rel-
ative that he might join your quest. Find the treasure rumored to be buried in the Tomb
of Unforgetfulness. Help the town idiot find employment. Stop the cause of the plague.
Ready to Rumble
You will need to decide whether to include close-quarters fighting such as hand-to-hand
and ranged fighting with a bow or some other distance weapon. Ranged attacks might
Pick Your Genre, Any Genre 77
include the use of spells or magic. In a futuristic or space title, a fighter would use more
ranged attacks and weapons that fire energy pulses or whatnot. Designing this part will
require you to think about the style of play and what the player must overcome. What
kind of enemies and their weapons become part of the game? Will the fighting be real time
or turn based?
The enemies will carry the same kind of weapons the player carries. They will use the same
fighting techniques as the player uses. Will the player confront one major enemy or boss
at the end of the game or will he face a boss during every quest?
Real-time fights require the player to attack, dodge, and move to stay alive. The player will
move and dodge to keep from getting hit by his opponents and attack when he can. A
turn-based fight makes the player wait for his turn to attack; then all other opponents will
attack. Dodging is calculated during an attack on a defender.
Inventory
The inventory will hold many things, such as quest items, equipment, armor, magical
devices, weapons, food, drink, potion ingredients, potions, and much more. What types
of items will increase your abilities, strengths, and powers? What types will be wearable?
What will be reusable?
You will not need to list all of the items that will be a part of the game, but you should
have an idea of the items that will be required for the player to collect. Will the overall goal
include an item? Will the player have to pass through many obstacles to find a single piece
of the entire puzzle that will end the game?
78 Chapter 4 ■ The Game Idea
note
Multi-user dungeons—or multi-user dimensions—(MUD) are Internet-based RPGs. These were the
forerunners of today’s electronic RPGs. These multiplayer games create a world or universe through
text rather than graphics, reading rather than pictures. Quite a bit of development can be tapped
to help envision and get started with your own RPG. If you are interested in designing an RPG, find
a MUD and try it out. They can teach you a thing or two and can even exercise your brain a little.
MMORPG
A massively multiplayer online role playing game (MMORPG) contains the previously
described features except that it is massively multiplayer. Many RPGs use a multiplayer
capability and are online, but MMORPGs bring hundreds or thousands together to play
at the same time. Some MMORPGs spread the players across several servers around the
world, but evolving technology brings players back to one server. Worlds are large and
expansive. The numerous quests must change often. These features require a team to con-
tinually monitor, update, fix, and enhance the games.
Players’ characters gather for hunting parties, to fight together, to work together, to form
guilds, and even to get married. MMORPGs use the concept of a social gathering to increase
sales and playability. Social gatherings can make a big difference in a game’s success.
Simulation
Pretend to be a railroad transit authority, a city planner, an island kingpin, a supreme enti-
ty governing life on a planet, or just an average Jane building your own moon base.
Simulations imitate life situations past, present, or future. This genre includes a very
diverse assortment of titles. Choose from Life, Business, Building, Flight, or Racing.
Life
Covering almost every form of living organism, including fantastical creatures, these sim-
ulations put you in control of their activities. Help people with their lives by giving them
food, shelter, or work; host a hot tub party or other social event. Take charge of a medical
facility, making sure the patients are cared for, keeping the place clean, and helping doc-
tors and nurses maintain their bedside manners. Direct a colony of ants; infest a kitchen
with your legions of cockroaches; teach a creature to feed itself and not eat the neighbor-
ing population.
Business
Business simulations put you in control of an empire, from local trash collection to air-
line services. These simulations depend upon you to manage the economic state of affairs.
They often coincide with Building, as you may need to build your own transportation for
Pick Your Genre, Any Genre 79
goods. Manage a lemonade stand, a hospital, a city’s power supply, a country, a coalition,
a spy network, or other body. Open star lanes using space ships for transport and trade
with alien races. Supervise a zoo or dinosaur park.
Money, that’s what it boils down to. How much money can the player earn or raise to
become a tycoon or political celebrity? What technology is needed to build the structures
in the game? The player may need to spend money on science or technology in order to
make better buildings, boats, trains, planes, or space ships. The game could require the
player to provide citizens with law or some form of crime prevention. Protect your grow-
ing civilization from intruders with soldiers, borders, shields, or devices of destruction.
Building
Plan, design, lay out, dig, construct, and build your city. It doesn’t even have to be a city.
It could be a base on Mars, a space station, or a transit system on Earth, or go to the past
and build Rome in a day, or an hour for that matter. Charge taxes to pay for future expan-
sion and current costs for maintenance. Sell or rent retail and business space to help raise
more funds. Beautify the location to increase your population’s growth rate. Build parks,
stadiums, libraries, and universities. Entertain your people. Make sure your transit trans-
fers your goods off to market.
The scale of the project will need to be defined in the design. What architecture will be
used, what might be animated, and what is the location? Will there be levels of complex-
ity? How many? How much money does the player have to generate to complete the game?
Will you have natural disasters that can destroy some of the player’s structures?
Flight
From a Cessna 172 loaded with luggage to an Apache attack helicopter loaded with the lat-
est air-to-ground laser guided missiles, take the yoke of your favorite flying contraption.
Navigate a Boeing 747 via IFR through clouds and nasty, stormy weather to land at your
favorite destination. Take off from Midway before your fighter plane is destroyed on the
taxiway and then dogfight the enemy.
Whatever the flying machine, make sure that you have a firm understanding of the con-
trols because these simulations must be accurate. From weather patterns to crosswinds,
from updrafts to the jetstream, all the physics and motion need to be realistic. As you
design, you must show that you know what you’re talking about, especially when you get
to the technical design phase.
Don’t forget space. Movies have been made from space flight and attack simulations that
have sold well. You can add futuristic weapons and destroy your enemy. The physics in
space is quite different, but it’s easier to implement because of less weather.
80 Chapter 4 ■ The Game Idea
Racing
Whether it’s Formula One at Monaco, NASCAR season, or underground downtown street
racing, there is plenty of action waiting to be designed. You could race with dirt bikes, tri-
cycles, or people with wheels on their hands and feet. You could design new vehicles and
specialized terrain for the races. Give the player a good choice of vehicles and varied areas
to race in. Racing simulations rate better if they contain a multiplayer aspect.
Physics plays a very important part in these simulations as well. If your design calls for
racing on the moon or at the bottom of the ocean, you can bet these environments will
affect the physics. Be sure to specify how your vehicles operate if they are not the standard
four-wheel kind.
Sports
Basketball, baseball, football, soccer, rugby, and volleyball all belong to this genre. What
can be done differently to make a splash? Some of the games available have clunky con-
trol settings, so you could enhance them or make them ergonomic. New characters,
including fantastic creatures or alien lifeforms, could be used as players. The sport terrain
could also be found in new locations.
You may want to include a simulation side to the game where the player will be required to
manage his team as well as play. Build a team, fill the roster, trade players, sign contracts,
build a stadium in which you will sell tickets and raise money for your team—and your-
self, of course. Make draft choices, hire coaches, plan training, and get out there to win!
Don’t forget that there are many sports to choose from. Racing is a sport, too. Golf is a
sport, though to some it might not seem that way. Track and field events are favorites for
many. Winter Olympic events such as the ski jump keep people busy for hours on end.
Think about “backyard olympics,” swimming in the neighbor’s pool, racing across the
yard, jumping the neighbor’s fence, and so on.
Controls
One of the biggest drawbacks to a sports game is the controls. If you do not have easy-to-
use controls, you don’t have a game. Even though this holds true for any game, sports are
the most demanding on the control system. The timing has to be just right in order to hit
the ball with the bat or to make the high jump. Once you think you have this part down,
have someone else check it. What works for you after you’ve studied it and tried it sever-
al times might not be natural for someone else. Get a second opinion.
Characters
Sports are played by all kinds of people, and a game should reflect that. Catch a pickup
basketball game at the local gym in the morning before the sun rises or in the evening just
before dark outside in the driveway. Playing soccer over at the schoolyard with a bunch of
Pick Your Genre, Any Genre 81
friends can be invigorating. But it’s also fun to grab the controller and start running those
touchdowns or striking out your friends on the latest sports title. In these competitions,
the characters or in-game players should seem and look real.
There are times when real is not the way to go. Funny little kids running around trying to
catch a fly ball, big-headed sports figures who slam the ball down in a mocking gesture,
or creatures from mythology that fight opposing team members rather than actually car-
rying the ball to score can create the look you are going for. You can create a new game by
mixing the rules of a few games and using strange characters to match. Animals that don’t
have hands can play soccer and kick the ball with all fours or maybe use their tails. Each
animal might have a special ability that you would want on your side when picking a team.
Characters are very important to a title. What will the characters resemble, or what will
they look like? When it comes to sports, you may want to model the in-game players after
real players of the sport, or you might just have to come up with your own. Either way,
this will be something to explain in your design document.
Terrain
In what kinds of places will the sport take place? The moon or some low-gravity planet
would make a great place to run track or throw a javelin—somewhere you could throw
something hard enough and it wouldn’t come back down. There may even be a way to use
the terrain as obstacles, or as other players—for example, kicking a soccer ball at a tree
which then rebounds in to the goal. How about playing basketball on uneven terrain? Golf
on the beach? Unusual locations create unusual possibilities for a sport, and backyard
injuries from swing sets and trees might add a new dimension.
Strategy
The majority of strategy games are based on warfare of some kind. Warcraft comes from
this genre and pits humans against orcs. Newer versions contain a few more races that join
the battle. The general gist of such games starts the player with virtually nothing and
expects him to build structures and with the structures build up a mighty army that can
be used to destroy the enemy. Not all strategy games require battle or extreme force; some
allow peaceful strategies and winning through alliance or other such means.
A large number of these games make the player ruler of a civilization and stipulate that
the player has to keep control of the people while expanding his boundaries. The player
will enlarge the economy and the population, will keep peace in the civilization, will
defend and provide for the people, and will remain in power. To do this, the player will
have to use resources gathered from the people or from the land.
A number of strategy games use a turn-based scenario, while others such as Warcraft are
in real time. Strategy games that are turn based allow the player to think through each
move or action, giving him deeper control over the management of the game. Real-time
82 Chapter 4 ■ The Game Idea
strategy games (RTSs) force the player to act and make decisions quickly. Both have their
followings. Some people enjoy playing both forms.
Land
As it is with the world, power seems to be the root of the warfare or object of the game.
The amount of land one owns measures the power one has. The land represents what
resources and how much income are available and convertible to armies and people over
which to govern. The amount of land that you control or can keep free from your enemies
shows how much power you have.
What kind of land are you going to use? The terrain may be anywhere, and ownership of
it can be assigned to anyone. Underwater, underground, space platforms, mountainous
regions, entire continents, planetary surfaces, solar systems, and universes become battle-
grounds for power.
Units
How will you defend your territory? What will be necessary to carry out your bidding?
Men and women—human or not—soldiers, monsters, boats, frigates, buildings, workers,
fighters, mercenaries, dwarves, elves, horses, deer, other animals, orcs, the undead, ghosts,
hobbits, giants, rocs, ogres, trolls, goblins, knights, castles, bishops, popes, monks, peons,
serfs, pawns, prawns, yetis, spiders, worms, mages, wizards, clerics, elementals, bom-
bardiers, tanks, hummers, rocket launchers, missile towers, cannons, infantry, cavalry,
musketeers, gunmen, bombers, strike fighters, helicopters, nuclear missiles, space ships,
ion cannons, and lasers make a list from which you can start.
How will the people be governed? How will the player interact with the units? If the units
are made from buildings, will the player need to provide for them? Where will the people
come from? You may need to provide food and shelter.
Buildings
Where will the people live? Houses, farms, or space habitations could produce more peo-
ple as they are built. Where will the people be led or governed from? Will a town hall suf-
fice? Everyone loves a good castle or underground lair. The type of game will dictate this
edifice. It could be a church or just a simple command post.
Some structures can be used as defensive devices. Cannon towers, missile turrets, and
bunkers can provide for the safety of the people. Walls can be constructed. Proximity mine
fields built in an otherwise unusable area can be a defensive measure. Create a star base
with shield generators for your planet. Develop the technology to build arrow slits in your
castle. Raise laser traps around your base.
Pick Your Genre, Any Genre 83
Can the player destroy the buildings of the enemy? If the player is fighting to win, what con-
stitutes a victory? Maybe total destruction of the enemy’s units and buildings. Maybe the
player has to destroy only one particular building to gain control of the enemy’s people.
Gather Resources
The cost to keep land is high and needs to be offset with taxes or another method of
resource generation. Gathering resources spread across the playing field helps the player
continue to propagate his people and units. Another method requires the people to do the
work by growing and harvesting. You can combine the methods: gather and sow. Machines
and buildings may be required to do the gathering and processing of the raw materials.
What kind of resources will be available to the player? Will they be unique? Will they
require a unique process? The gases venting close to the volcano are often toxic and will
require a special extraction process with vehicles and buildings. The gold mine needs
workers and a building. Trees can be chopped down and brought to a lumber mill where
boards and other wood products can be extracted. Houses may be necessary for the pop-
ulation. Iron may be mined from the hillside with the use of a few miners. Of course coal
may be necessary to use the iron. Upgrades can be made for each of these processes to
speed them up and to better use the resources.
Technology Trees
Knowledge is power. The more you know, the better you can become. What kind of tech-
nology can you develop? How will it affect your civilization and its input and output? Will
the technology tree depend upon which kind of unit is chosen? The skills and types of
buildings that can be built depend on the technology you supply. The types of units avail-
able and what they can do depends on the technology. Before you can fight, the soldiers
must be trained. Before you can have soldiers, you may need technology to change a per-
son into a soldier. How much knowledge expansion will be possible? How long do you
want the player to play before knowledge will be available? Will only certain buildings
allow the upgrades? Will there be a group of scientists that under the player’s employment
search for the answers to problems facing his society?
Many elements exist that can be on your technology tree. What will you have on your tree?
Increase wood collection. Upgrade ship engine design for further exploration. Cavalry
units can be given flight through wing development or magical abilities. Will magic be
part of the tree? Clerics can learn to raise the dead, which will serve their new owner.
Learn how to construct a boat or ship. Remove the threat of cancer. Increase medical
knowledge so that units can be healed more quickly. Develop more sophisticated weapons
and defenses to better protect your claim to the land.
84 Chapter 4 ■ The Game Idea
Multiplayer
Consider using a multiplayer feature for any genre. Publishers like to see multiplayer
games, which sell well because of the social interaction. Players like multiplayer games
because it gives them a chance to show off to their friends. They play the single-player
mode to get better. When their friends come over, they flaunt their carefully honed skills.
People come together for parties just to play their favorite multiplayer games. This is a
major selling point and cannot be overlooked. When you get to the technical phase of the
design, you will need to think about connection or how multiplayer mode will be accom-
plished. Some of the options are LAN, Internet, or all on the same machine, whether turn
based or simultaneous play. As was said previously, social gatherings can make a big dif-
ference in a game’s success.
What to Keep
You’ll have plenty of ideas come to you, so what should you keep? The general overview
usually will dictate what can stay and what shouldn’t. The game’s goals will also help you
determine the most important features that will make the game fun and what is just fluff
that might not be needed.
After you have your general overview, you will need to consider the following:
■ The general feature set
■ Multiplayer features
■ Gameplay
■ Game world
■ Editor
■ Camera
■ Special characters or general types of characters
■ Pictures of the world and the characters
■ Special items for collection
■ Special weapons and armor
T
he high concept of a game design document is a summary of the important con-
ceptual elements of the game. In many ways it is similar to an executive summary
in other documents such as business plans. The high concept is different from a
concept document, discussed in Chapter 2, “What Is a Game Designer?” because it is not
a stand-alone document but rather part of a larger game design document.
The high concept is the first section of a game design document. It usually covers several
headings, including introduction, overview, and executive summary to name a few. Some
design documents will divide the high concept section from the rest of the document, and
others will just incorporate it into the beginning of the document. The important issue is
not as much how the document is formatted but rather that the designer knows the pur-
pose of the high concept.
I remember reading a game design document not long ago that was really hard to under-
stand. It had all the classic parts of a game design document, but it lacked anything that
tied the document together into something that told me what the game was. I could see
that great pains were taken to lay out how the game was being developed. The designer
had good illustrations of the characters and vehicles. There was even an understandable
game progress chart. But even with all those elements, it was still hard to understand what
the game was. Reading the game design was a frustrating process, and even though the
idea might have been a good one, I found myself very uninterested in it. My experience
might have been different had the design contained a high concept.
In the previous chapter we talked about coming up with ideas for games. I hope you tried
a few of the methods and have a list of video game ideas that you think will be cool to
make. Some of those ideas may be very good, and some may not be so good. It is time to
take a look at your ideas and choose the better ones to develop into a high concept.
87
88 Chapter 5 ■ The High Concept
Figure 5.1
The high concept should include the five key points.
Before you write the design document, you should review the five key points to make sure
you have addressed each one.
In those industries there are so many different projects competing for production money
that most executives have resorted to the one-sentence statement to see if in one sentence
a concept can be carried to the reader. The theory is that direct messages are easier to mar-
ket than complex messages. If the game takes more than one sentence to explain, there is
a good chance the game may be too complex. The following is an example of a game state-
ment for a fighting game:
Martial Arts is a cross-discipline arena fighting game for the PC with photo-
realistic graphics and motion-captured animation of real masters, where champions
of different fighting disciplines from all over the world compete to become the
supreme martial artist.
This sentence covers a lot of ground while still being one statement. Let’s break the sen-
tence down and see how it works.
First of all, the title of the game is the very first few words in the sentence, as shown in
Figure 5.2. Martial Arts is the game’s title. The game statement should always state the title
of the game clearly. Putting the title in italic emphasizes that it is the title of the game.
Figure 5.2
The statement starts with the title.
After the title is the word is, as shown in Figure 5.3. The word tells the reader that the next
few words are connected to those before as a statement of equality. It is like the = sign in
a math problem, indicating that one side is equal to the other. The reader knows that what
comes after the word is will define the title. Okay, I know I am getting a little simple here
but there is a point to this. The whole idea of a game statement is to tell the reader what
the game is. Everything that follows should define the game.
Figure 5.3
The whole idea of a game statement is to tell the reader what the game is.
Writing the High Concept 91
The next section of the sentence as shown in Figure 5.4, defines the game’s type and genre.
It says that the game is cross-discipline, meaning that several forms of martial arts are pre-
sent in the game. Other words that might be used here are technically accurate, meaning
the game uses accurate technique and physics, or action-packed, meaning that the game
has action and drama. All these statements tell the reader what type of game it is.
Figure 5.4
The next section defines the type and genre of the game.
Arena fighting game is a statement of genre. Genre is important because it helps the read-
er to classify the game.
The word for, as shown in Figure 5.5, tells the reader that the next statement will further
define the game. In other words, the game is targeted toward a specific platform or audi-
ence. Yes, I am getting simple here again but every game statement should include what
the game is for. Is the game for a particular platform? Is the game for a particular audi-
ence? In this case the game is for a particular platform.
Figure 5.5
Every game statement should include what the game is for.
The next statement in the sentence is one of platform, as shown in Figure 5.6. The
platform is an important element of any game statement because it tells the reader how
to picture the game. The visual image of someone playing a game in front of a TV is very
different from someone playing a game on a cell phone. It also gives the game a sense of
residency—the game resides on a PC.
92 Chapter 5 ■ The High Concept
Figure 5.6
The game resides on console and PC systems.
The next word, with, as shown in Figure 5.7, tells the reader that the game will contain
something. With is a word used to show companionship or content. She is with him. The
car with the leather upholstery was luxurious. Again simple but important. Having the
word with gives you a chance to elaborate on some very unique aspects of your game.
Figure 5.7
With tells the reader that the next statement will say something that
the game contains.
Figure 5.8
The next statement tells the reader what the game has.
Writing the High Concept 93
The word where, as shown in Figure 5.9, precedes a statement of place or function. It can
place a game in a specific location such as a tropical island. It can also tell the reader how
the game will work.
Figure 5.9
The word where precedes a statement of place or function.
I am sure you have noticed by now that I have picked out four single word elements of the
statement: is, for, with, and where. These four words are building block words that help the
reader in very specific ways. A simple way to think of the game statement is as an is, for,
with, and where statement. In fact, filling in the blanks between these four words is a good
way to begin defining your game.
The last statement of the sentence as shown in Figure 5.10 is descriptive of what happens
in the game. In this case it tells the reader about the characters and the game objective.
Figure 5.10
The bold area tells the reader about the characters and the game objective.
Now that you understand the basic structure of the game statement sentence, you should
try a few of your own. Take some of your favorite game ideas and see if you can create an
effective game statement for each one. Use the formula below for a start. Once you get the
hang of it, you will be able to adapt the sentence and change it to meet your needs.
_______ is a _________ for _______ with ________ where __________.
94 Chapter 5 ■ The High Concept
Figure 5.11
Make a chart to see what is important to each potential reader.
The numbers in the chart represent a scale of 1 to 10 with 10 being very important and 1
being of no importance.
Writing the High Concept 95
Hint
The idea of the chart is to help you focus your efforts in the high concept section of your document.
You may want to have different high concept sections for different readers. That way you can match
the design document to the reader.
You should be direct in defining to the reader the important aspects of your game. Use a
sentence such as, “This game is important because _________.” Make the sentence the
first in a paragraph and then explain it further in a few more sentences. The following is
an example of an importance statement:
Street Bike is important because it will be the first game to depict the true physics
of high-performance street motorcycles accurately. No other game has the total
package of real-life physics combined with licensed motorcycles. These are the
same motorcycles a player can buy at his local dealer.
The statement clearly shows an important aspect of a game with very little confusion. The
reader may have questions about how you can back up your claim, but he will have no
question about what you think is important. If he has questions, he can always read the
document to see how you support the claim.
Copyrights
A copyright is legal protection for a document or any expression of an idea fixed in a tan-
gible form.
If a document is copyrighted, no one but the copyright holder can legally copy the docu-
ment. This book is copyrighted. It can be copied only by its publisher. Your game designs
can also be copyrighted. In fact, by law, any document you create is automatically copy-
righted, and you own the copyright. To enforce your copyright, however, you should do a
96 Chapter 5 ■ The High Concept
couple of things. You should put a copyright notice on the document, stating who owns
the copyright and the date the document was copyrighted. The following is an example of
a copyright notice.
© Copyright (Your Name) 2004
The circle with the letter c inside is a universal symbol that means copyright.
You can also register your document with the U.S. Library of Congress for a small fee. If
you want more information on registering copyrights, check out Ashley Salisbury’s book
Game Development Business and Legal Guide.
Trademarks
A trademark is legal protection for a specific design or phrase. The purpose of a trade-
mark is to protect a brand or a symbol used to identify a product or company. The title of
your game can be trademarked, as can the characters in your game.
Trademarks are more complex to obtain than copyrights. They are also more expensive. If
you are interested in learning more about trademarks, you can find more information in
Ashley Salisbury’s book mentioned previously.
Patents
A patent provides legal protection of a specific technology or methodology. A patent pro-
tects an inventor from having someone else copy and sell his invention. If your game has
unique technology, you may be able to patent that technology.
Patents are very costly and take some time to obtain. It is a good way to protect your game,
but obtaining a patent is somewhat impractical for a beginner. If you want to learn more
about patents, you can find some great information in Ashley Salisbury’s book as well.
Trade Secrets
A trade secret is both legal protection and a practical method of protecting ideas, tech-
nology, and almost anything else that is part of your game idea. A trade secret means that
you keep the ideas and technology secret and show them only to people who are willing
to sign a special form called a non-disclosure form (NDA).
An NDA is a special form that binds the people or companies that sign it to secrecy con-
cerning material that is designated confidential. It is often used in business, and more
information on the document can be found in Ashley Salisbury’s book.
Licenses
A license is a legal document that grants a person or company the right to use intellectu-
al property owned by another person or company in defined ways. Many games have
Writing the High Concept 97
licenses. You have probably played a game that has characters from a movie or a pro sports
league. You may have played games with other licenses, such as a brand name product or
even an item such as a specific car.
When you license a property for a game, you are buying the rights to use the property in
your game. The owner of the property is responsible for protecting the property through
copyrights, trademarks, and other methods.
Licensing properties is expensive and usually not something a first-time game designer
will deal with. It is not uncommon, however, that a publisher might take a game idea and
add a license to it.
Unique Talent
Unique talent is not a legal protection but rather a practical protection. If you have some-
one on your team who can do something that no one else can duplicate, that is called a
unique talent. Unique talents can be very valuable. Take for example a professional ath-
lete. He is paid well because he can do something that few other people can duplicate. The
more unique the talent in his given sport, the more he is paid.
You may be able to produce some part of a game better than anyone else. In that case, you
can keep others from duplicating what you do by the sheer fact that they can’t do it. For
example, you may know an artist who has a very cool style for creating characters. Because
no one can quite duplicate the artist’s work, your game will be unique.
Now that you know a few ways of protecting the uniqueness of your game, you should
take a look at what you need to protect. It is not safe to assume that your game idea is
unique just because you have never heard of the idea before. You may think that your idea
for creating a game about mashing potatoes is unique, but there may be a half dozen pota-
to smashing games in production. You should do some research to see if there are any
other games that are similar to your idea.
Once you feel comfortable about the uniqueness of certain aspects of your game, you
should state to the reader what is unique about your game and why you feel it is unique.
The statement might look like this:
Potato Smashers is unique because there are no other potato smashing games on
the market, and we have a new unique technology for flying potato parts.
This statement is direct in that it tells the reader what is unique about the game. It also
tells the reader how the unique item is something that other game companies won’t be
able to duplicate.
98 Chapter 5 ■ The High Concept
Audience
Who will want to buy your game? This question is of paramount importance to many
readers of your game design document. The high concept needs to include direct infor-
mation on the game’s audience. How are you going to find out who will want to buy your
game?
There are many ways to define target audiences. These methods include direct research,
comparisons, and design. Each method has its advantages, and even a new designer can
successfully define the audience for his game.
Direct Research
Direct research is simply asking members of your target audience if they like the concept
of your game idea. For example, if you want to make a game for teenage boys about back
country dirt biking, you can just ask boys the age of your target audience if they are inter-
ested in the game. You will need to be specific and direct your questions in such a way that
they understand what the game is. You can use the game statement discussed earlier in this
chapter for a start.
When doing direct research, you will need to keep track of how many people you ask and
what their responses are so that you can tabulate the results. You might want to classify the
answers for easy tabulation, as in the following example:
Very interested in playing____, interested in playing____, maybe interested in
playing____, not very interested in playing____, not interested in playing____.
The more people you ask, the more accurate your survey is likely to be. If you want to do
a scientific survey, you will need to take into account a lot of factors, including where you
asked the question, the age and background of each respondent, and several other things
relating to your audience. For the purposes of this book, all you are looking for is a gen-
eral idea of how popular your game might be. For more information on this you should
study the subject of statistics.
If you get direct research on your game, you should put it in your document to explain
how you did the research and what your results were. The following is a sample statement
that you could have in a game design document:
In a survey of 50 boys in my high school, 23 of them indicated that they were
either interested or very interested in playing a wilderness dirt biking game. The
boys were randomly selected in the hall and range in age from 15 to 17 years
of age.
Writing the High Concept 99
Comparisons
Another great way to define a target audience is to compare your game idea to other
games that are similar to it. For example, if your game is a racing game for golf carts, and
there is another racing game that is similar, you can check with your local video game
stores to see if the game is very popular. You can also sometimes get other useful infor-
mation on who bought the game to try and narrow your audience. You can look at game
sales charts in video game magazines to see if the other game sold well.
If you find a game that is similar to yours you should play the game to check out its
strengths and weaknesses. Keep a notepad by you as you play so you can record what you
like and dislike about the game. If your friends have played the game ask them what they
liked and didn’t like.
Another good method is to ask members of your target audience if they have played the
comparison game and if they liked it. In your document you might put a statement such
as the following:
Golf Cart Challenge is similar to Golf Cart Mayhem but with licensed carts and
larger courses. It will appeal to the same audience, which is primarily male and
between the ages of 14 and 20.
Comparisons work well only if the game you are comparing to yours is a popular game.
Comparing your game to a mediocre game may cause the reader to think your game will
be mediocre as well unless you can make a good case for the validity of the concept despite
the failure of the original game.
Design
Another good way to direct your game to a specific target audience is to purposely include
things that are known to appeal to the audience. For example, a game directed to young
girls between the ages of 6 and 10 might be designed in pastel colors, while a game
designed for 14-year-old boys might have deep dark colors.
There are many elements that you can use to design your game for a specific audience. The
use of things such as colors, art style, music, and a popular cartoon character might be
good ways to target a specific audience. You will have to get the license for the character
to make that one work, however.
A statement in a high concept that indicates an audience that the game is designed for
might go as follows:
Clockwork Pinball is designed to appeal to young children ages 8 to 10 because of
the bright colors and the many moving parts on each table. The Clockwork
license is also very popular among children of that age.
100 Chapter 5 ■ The High Concept
Establishing an audience for the game will help to put the game into perspective within
the market. Readers will not only be able to visualize the game, but they will also be able
to visualize someone specific playing the game.
Financial Gain
The most obvious question for most publishers is, “How will this game make money, and
how much will it make?” Will the game sell 10,000 units or 1,000,000 units? How much
profit will there be on each unit? While these questions may be important to the publish-
er, they are difficult for the designer to answer. Very few games will be able to guarantee
that a set number of units will sell. Even publishers that have connections with retailers
have trouble estimating how many units of any game will sell.
The designer can only give evidence of how many units a game might sell. A statement on
financial gain for a publisher in the high concept might look like this:
Writing the High Concept 101
Rock en Roll Kings should be published because there are 100 million fans of the
groups included in the game. A survey of the fans showed that nearly 25% said
that they would buy the game. That makes 25 million fans who are interested in
purchasing the game.
The publisher might argue with how you came up with your numbers for this statement,
but there is very little argument about the potential for the game.
Market Share
To some publishers, market share is even more important than financial gain on any indi-
vidual product. The reason that market share is important is that the number one selling
game in any market usually can control that market, and domination of a market can
mean huge long-term financial rewards. Publishers who take a longer view on the market
will sometimes sacrifice short-term gains for long-term results.
Market share is an issue of competition between publishers. If a publisher wishes to gain
market share, it has to either attract customers from other publishers’ games or find new
customers and expand the market. If the high concept is going to show that the game will
increase a publisher’s market share in a given market, the designer has to show how the
game will either attract customers of other games or attract new customers.
A statement on market share might look like this:
Hot Rodders should be published because the game has great potential for increas-
ing market share in the home mechanic market. The game will license the brand
Hot Rodder, which is the most popular magazine in the home mechanic market.
Hot Rodder boasts a subscription base of 250,000 readers, of which 45% say they
own a game system.
In this statement, the publisher is given evidence that the game will have a pull on current
game system owners who also read Hot Rodder magazine. If the game does well, it could
help increase the publisher’s market share in the custom-built racecar game genre.
Publicity
Some games have a very high profile with consumers. A publisher may agree to publish a
game based on the fact that the game will bring publicity.
Publicity is probably not a deciding factor to a publisher, but it is at least an influencing
factor. Whether or not publicity will be helpful will depend on the publisher’s position in
the marketplace. A large, well-known publisher may not need any publicity, but a smaller
publisher may be happy to get some publicity.
102 Chapter 5 ■ The High Concept
A statement in a high concept regarding publicity for the publisher might look like this:
Corn Grower should be published because it is tied to one of the most popular
trade magazines in the Midwest. The magazine has committed to running articles
about the game for six months prior to the release.
Granted, Corn Grower magazine might not be a prime target for a game-playing market,
but the statement works because it shows that the game will have publicity. There is a
commitment on the duration and type of publicity, and there is a specific group of peo-
ple who will read about the game.
Industry Prestige
Sometimes a game may not have potential to sell well, but it may be so innovative that the
publisher will receive industry awards and recognition. It is hard to state the value of
industry prestige, but it does have a positive effect on a publisher. Prestige helps a pub-
lisher in many intangible ways, such as recruiting employees, positive press, heightened
product awareness, and increased public attention. By itself prestige is not a major factor
for publishers, but it does play a role in their decision process.
Like publicity, industry prestige may not add directly to the publisher’s bottom line, but it
can have a long-term effect on company profits. If your game is highly innovative and
something that will catch the attention of other industry professionals, you may be able
to promote that aspect of your game to the publisher in the high concept.
A statement of possible industry prestige might look like this:
Dune Buggy should be published because it has the most innovative approach to
racing in deep sand ever conceived. Our highly tuned suspension system takes
into account not only the tires, the speed, and the angle of the terrain but also the
depth and consistency of the sand. Industry press has already hailed this driving
innovation as the most important advance in off-road racing in years.
Of course, the above statement about industry press will have to be backed up in the
design document, but the statement clearly indicates that the game has some possibilities
of gaining recognition in the industry.
A statement that will attract a publisher’s attention in regard to delivery of your game
might read as follows:
Duck Pond is close to being finished. We are currently testing and should have a
gold master of the game in about two months, in time for publication in the sec-
ond quarter.
This statement lets the publisher know when the game will be finished and also reminds
the publisher that it can fill a slot for the second quarter. The publisher may or may not
have a need for a game for that quarter, but it doesn’t hurt to bring it up.
Other Reasons
There could be any number of other factors that a publisher might think is important.
Maybe your game is just so beautiful that the publisher can’t pass it up. Maybe your dad
knows the publisher and can call in a favor. Who knows? The important thing here is that
you gain an understanding of how publishers look at a game design document.
Summary
This chapter was devoted to the opening part of the game design document, called
the high concept. The high concept may not be a specific heading in a game design doc-
ument but rather the opening section of the document. It is designed to catch the reader’s
interest so that the reader will read the rest of the design. Here are the highlights of
this chapter:
■ Different readers will have different priorities. Sometimes it is a good idea to have
different high concepts for different audiences.
■ The game statement should condense the important aspects of the game into a
single sentence.
■ The high concept sections should state why the game is important.
■ Anything that makes the game unique should be included in the high concept area
of the design document.
■ The high concept should tell the reader the intended audience for the game.
Knowing the intended audience will help the reader visualize someone playing the
game.
■ The high concept section should show the reader why the game should be pub-
lished. The most obvious reason for publishing a game is for financial gain, but
there are many other important factors, including market share, publicity, industry
prestige, and meeting a publisher’s deadline.
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Chapter 6
O
ne of the most highly sought jobs in the game industry is that of concept artist.
The concept artist is the person responsible for designing the visual aspects of the
game. The concept artist works hand in hand with the game designer to create the
foundation upon which the game will be created. A game design document without pic-
tures is like ice cream without any sugar. It just doesn’t have any appeal. Games are visu-
al, and the game design needs to express how the finished game will look.
Graphics in a game design is usually the first thing a publisher or investor sees. The bet-
ter the design’s graphics, the more likely the publisher or investor is to have a favorable
impression of the design. Great concept art often can mean the difference between a
design being read or ignored.
This chapter uses a hands-on approach for the beginning artist to learn how to create con-
cept art for game designs. It includes many step-by-step examples and a number of sam-
ples taken from game designs.
We will not be able to cover each area in detail in one chapter, but we can give some exam-
ples to help you see what a design needs to have in it to be competitive.
Storyboards
Storyboards are sketches that indicate how sequences of events are to take place. In many
ways they are similar to cartoon panels in that they are pictures with captions explaining
the scene and any possible dialogue. In games, storyboards are used to show how the game
will work. When you build your game design, you will want to include storyboards wher-
ever you need to show how an event or action will take place. Figure 6.1 shows an exam-
ple of a storyboard where the character can go through several doors.
Figure 6.1
The storyboard shows possible events in a game.
Many forms of media like film and video are linear in that they relate a specific story that
does not deviate from beginning to end. Unlike film and video productions, games are not
linear in nature, and events seldom occur in exactly the same way each time the game is
played. Camera angles, character positions, and even outcomes will differ because the
player is in control of one or more elements in the game. Storyboards for games, there-
fore, are not used in the same way as they are for film and video. A storyboard in a game
design will show a possible sequence of events. The development team uses it as a guide
Art Used in Game Designs 107
for setting up the event. Sometimes the storyboard will need to include several possible
outcomes to an event, depending on how pivotal the event is in the overall scheme of the
game. Figure 6.2 shows two possible outcomes of a game event.
Figure 6.2
Game storyboards show possible outcomes of a game event.
Storyboards in game designs are also used to show game navigation, which is the process
of moving through the game. It is usually accomplished with a user interface. User inter-
faces are all the elements that are used in control-
ling the game, including input devices such as a
game controller or a mouse, and onscreen elements
such as buttons, menus, windows, and such. User
interfaces also include onscreen information ele-
ments such as score, health, time, or any other
important information that a player needs to play a
game effectively. Because games require player
input in order to progress from one part of the
game to another, the design team needs to commu-
nicate how this navigation will be accomplished.
Storyboards are a great way to show how the navi-
gation system in a game will work. Figure 6.3 shows
a menu design for game navigation.
Storyboards are used to define cinematic sequences Figure 6.3
Storyboards are used to show game
in a game. Often games will develop story elements navigation.
by using short cinematic sequences. These
sequences are linear video clips and are often as
sophisticated as any motion picture. They form a
108 Chapter 6 ■ Visualizing the Game
vital part of many games. Concept artists work with the game designer to visualize each cine-
matic sequence. It is the responsibility of the concept artist to create storyboards that show
how a cinematic sequence will work in the game. Sometimes the artist will work with a screen-
writer to develop the sequences. In cinematic sequences, the storyboards are very similar to
those used in motion pictures and television. A cinematic sequence is shown in Figure 6.4.
Figure 6.4
Storyboards are also used for cinematic sequences in games.
Figure 6.5
The first step is
to create thumb-
nails for each
panel.
Art Used in Game Designs 109
In the thumbnails, the artist works out the basic design of each panel. This is a third-
person game, meaning that the main character is viewed from behind, and the player
guides the character through the game. This limits the design in many ways, but it is still
possible to come up with some interesting compositions.
Once you are satisfied with the composition of each thumbnail sketch, work on the actu-
al panel can begin. Figure 6.6 shows the storyboard panel roughed in very lightly.
Figure 6.6
The initial panel is roughed in lightly.
110 Chapter 6 ■ Visualizing the Game
It is important not to be too tight with the drawing in the initial stages. A looser, more
fluid approach tends to help give the drawing a better feel. By not committing to any given
line, you can feel the shapes as they are created. The loose initial drawing may change dra-
matically before the panel is finished, but drawing lightly helps get the artist past the blank
sheet of paper that often stymies creativity.
Once the drawing is roughed in, you can start refining the shapes. Figure 6.7 shows the
drawing starting to take shape.
Figure 6.7
The shapes in the drawing are refined.
Art Used in Game Designs 111
Notice that the lines are still relatively light. At this stage the artist should still be search-
ing for the right proportions of the figure and other objects in the environment. In this
example, the perspective lines converge on the center of the heroine’s back. This design
element helps to center the viewer’s attention on the main character in the panel.
Once the major lines in the drawing are defined, the construction lines are then cleaned
up as much as possible. Figure 6.8 shows the drawing in a more complete state, with most
of the construction lines removed.
Figure 6.8
When the drawing is ready, the construction lines are removed.
112 Chapter 6 ■ Visualizing the Game
tip
If the artist is using a digital drawing program, erasing and cleaning a drawing is not a problem. If
the artist is using pencil and paper, then he needs to be very careful because erasing can cause
damage to the surface, resulting in problems when the artist starts shading.
Figure 6.10
The last step is to add
shading to the drawing.
Art Used in Game Designs 113
The storyboard drawing is now complete, but the storyboard is not finished yet. The writ-
ten information still needs to be added before the storyboard is finished. Figure 6.11
shows the completed storyboard with the written information.
Figure 6.11
Finish the storyboard by adding the important written information.
In the top left corner of the storyboard panel, place the series number and panel number
of the storyboard. The long narrow opening at the top of the panel is to write the game
location where the event takes place. The opening at the bottom of the panel is for a writ-
ten description of the event.
Now that the first panel is finished, the artist can go on to the next panel in the series. Try
drawing some of the remaining panels yourself. You can use the thumbnails in Figure 6.5
as a starting point, or you can create your own.
114 Chapter 6 ■ Visualizing the Game
Level Layouts
Games are often broken up into levels. The term level has its roots in the beginning of
game development, when games were restricted by technology to a limited number of
graphics loaded in the game at any one time. Each time the player moved from one area
to another, the old graphics had to be eliminated and new graphics had to be loaded.
Therefore, games were broken up into areas. Usually games progressed from simple areas
to more complex as the player learned to play the game. These advancements in the play
areas became known as levels, referring to the level of difficulty in each game area. Today
the term has broadened to include any unique area in a game.
Level layouts are drawings created by the concept artist to show all the elements in a game
level. These elements include a map of the terrain and all interactive characters or objects
within the level. Often these layouts are drawn to scale on grid paper or with the use of a
grid in a digital drawing program. Figure 6.12 shows a level layout for a safari game.
Figure 6.12
Level layouts show the terrain and interactive elements of a game area.
Art Used in Game Designs 115
Level layouts often look like maps. In a way, they are maps of the game. They show where
a player will start in the game area and how he can progress through the area. Sometimes
the progression will take a specific path with a definite beginning and end position on the
layout, while other games will use a more open system where there are multiple entry and
exit points to the level.
Figure 6.13
Define the size of the level by drawing a rectangle.
The level layout for this level will look very similar to a simple floor plan. Not all level lay-
outs will look like floor plans, but thinking of them as such can be very useful because,
like floor plans for a home, the developers of the game will use them to construct the level.
Draw in the rooms as shown in Figure 6.14.
116 Chapter 6 ■ Visualizing the Game
Figure 6.14
Draw in the walls of
the upper floor.
All good hunting lodges need doors. We need to put in doors for each room. When creat-
ing objects that are duplicates of each other, you don’t need to draw each one individual-
ly. If you are using a drawing program such as Adobe Illustrator or CorelDRAW, you can
create one door and then duplicate it to get all the other doors. If you are using paper and
pen, create a door and then make some copies of the door. You can then cut and paste the
doors in place. Figure 6.15 shows the doors for all the rooms, including the secret door to
the secret room.
Figure 6.15
Add the doors to the
drawing.
Art Used in Game Designs 117
Now we need to put the furniture into the room. Many drawing programs will have sym-
bols in their font libraries for floor plans. You also can buy symbols from your local archi-
tectural supply store. Figure 6.16 shows the piano room with some couches, a chair, and
a few other furnishings.
Figure 6.16
Add furniture to one of
the rooms.
Continue to add furniture to the rooms. When you are done, the layout should look sim-
ilar to Figure 6.17.
Figure 6.17
Furnish each room in
the level.
118 Chapter 6 ■ Visualizing the Game
This is an adventure game. The player must interview other people in the level to get
information. The last step in the level layout will be to add the characters. Again a symbol
is created to represent each character. The characters are numbered, and a list of the char-
acters is added to the layout (see Figure 6.18).
Figure 6.18
The characters are added.
Some games will have characters and objects that need to be listed in the layout legend.
The legend is the numbered list by the picture. It can contain any important game infor-
mation.
Environment Illustrations
An important part of the game design is environment illustrations. Environment illustra-
tions are full-color illustrations of a game environment as it will be seen in the game. They
are usually in the game design document with the level layouts to show the development
team how the game should look. The concept artist will select important areas in a game
and create illustrations that are then referenced on the level layout.
Environment illustrations help the concept artist communicate to the development team
the feeling and mood of an area. They are used to show color schemes. They are also used
to show greater detail in critical areas that is not possible in the level layout. A concept
artist should use care in choosing what areas are illustrated so that each serves a vital pur-
pose in the development of the game.
Art Used in Game Designs 119
Figure 6.19
Rough in the composition of the drawing lightly.
Once you have the framework for the drawing, you can start to render in the different ele-
ments. Figure 6.20 shows the beginning of the rendering.
The two major points of interest in the drawing are the main character and the ancient
statue. Define these two elements and then proceed with adding the other parts of the
drawing. See Figure 6.21.
120 Chapter 6 ■ Visualizing the Game
Figure 6.20
Start to render the elements in the drawing.
Figure 6.23
Add detail to the path.
Art Used in Game Designs 121
Character Designs
One of the most common items a concept
artist will be called on to create is a char-
acter design. A character design is a sketch
of a character that will appear in a game.
Characters are people or creatures in a
game that are controlled either by the
player or through artificial intelligence.
Some characters play major roles in the
game, and some play minor roles, but
every one needs to be designed. Figure
6.26 shows a character design.
The process of designing characters can
sometimes be long, with the concept artist
creating multiple sketches before coming
up with just the right design for the game.
Once a character design is chosen, the artist
will usually create a detailed color render-
ing of the character. The rendering will
become part of the design document and
in some instances will be used to promote Figure 6.26
Every character in a game needs to be designed.
122 Chapter 6 ■ Visualizing the Game
The early lines are called construction lines, and they are used to help define the charac-
ter and placement of the character’s features. This character is a shaman creature from
some ancient underground race.
Keeping the drawing free and flowing continues to help define the creature. Figure 6.29
shows the progress.
The drawing is now beginning to take shape. Define the facial features and continue to
work on the cloak and staff. The drawing should look like Figure 6.30.
Figure 6.34
Model sheets are used in the creation of 3D models.
A game design may include multiple model sheets, one for each character in the game.
Sometimes model sheets are created for important objects in a game. These objects are
usually items that are critical to progress in the game or critical to the look of the game.
A good rule in game design is to create a model sheet of any object that plays an impor-
tant role in the game.
In some games the main character will change as the game progresses. For example, many
role playing games allow the main character to change armor and weapons during the course
of the game. In these games, multiple model sheets are needed for the main character.
Figure 6.35
The GUI plays an important role in the look and feel of the game.
Some games, such as role playing games, have very elaborate and complex GUIs. In these
games the player has to manage multiple game elements. The more game elements a play-
er has to manage, the more complex the GUI may become.
Good GUI design is critical to the game. A good GUI often can mean the difference
between whether a game is a success or not. The concept artist needs to remember that
while menus and buttons are part of the game, they are not the game. If the GUI is cum-
bersome or detracts from the core of the gameplay of the game, it needs to be redesigned.
An important part of GUI design is the heads up display, or HUD as it is sometimes called.
The HUD includes all the onscreen interface elements present during normal gameplay.
It is primarily for giving the player critical game information such as health status or cur-
rent score. In many games it is on display constantly and is updated in real time. HUDs
are tricky to design because they need to look nice while staying unobtrusive to the rest of
Art Used in Game Designs 127
the game. They usually occupy the edges of the screens to allow the main play action to
take the center as shown in Figure 6.36.
Figure 6.36
The HUD occupies the areas near the edges of the screen.
be as clear and easy to follow as possible. The concept artist plays a critical role in its cre-
ation. So much of a game is visual in nature that it would be difficult to have a game
design without the concept artist.
Summary
This chapter was a quick overview of the types of art used in a game design. Concept art
includes many elements, such as storyboards, level layouts, environment illustrations,
character designs, model sheets, and GUI designs. Each type of art fills a vital role in the
overall game design.
Sometimes specialized art is needed for specific games. Each game design is a unique doc-
ument, so the design should be adapted to the needs of the game rather than follow a
strict formula. This book will from time to time give examples of other specialized art to
help with those games that have unique considerations.
Try creating some of your own art for your game design. If you are not a good artist, give
this chapter to the member of your team who is and have him work on the projects.
Remember that the better you can show your game in the artwork, the more likely it is
that someone will want to look at your game design.
Chapter 7
Designing Audio
Having great audio in your game can be attributed to the wise saying, “If you fail to plan,
you plan to fail.” Planning means not only preparing for everything from the beginning,
but also adjusting the plan as the development progresses. There is one thing you can do
at the start. For every project there is an initial meeting or series of meetings for design.
These meetings turn out one or more documents related to technical design and game
description. In the description, there’s always a section about audio. Normally, an audio
designer should write that section or at the very least have some input, so the first thing
you can plan on is attending those meetings or having some collaboration with the audio
person(s).
Audio is one of the most neglected aspects in the planning phase of a project. In relation
to project development time, it is the smallest part for sure, but creating good audio is no
small job, nor should a good book on game design imply that it’s a mere twinkle to add
on at the end of the project. I’ve never worked on a project whose game designer didn’t
have an audio “vision” as part of the overall plan.
Developers that have no in-house audio personnel are missing an important interaction in
game planning/design. Hence it receives no attention till the very end, when contractors are
brought in to fill the gap. And though they want to do the best job possible, they can never
replace the benefits of being in the whole interactive process. (I’ve been in both positions—
earlier is better. Sure, some stuff is good, but planning ahead makes it even better.
Yes, I would agree that freelancing is on the rise in the industry today, but small budgets
and limited vision (a.k.a. no initial planning) have twisted audio production into more of
a “widget factory” than a soundscape. Especially when they are brought in late, cram on
the design, and spit out audio in a week’s time. It is far better to have one in-house audio
director to address all audio aspects.
129
130 Chapter 7 ■ Designing Audio
As far as using the word team, I’m just referring to those doing the audio.
Remember that writing the audio portion of the document is not the important thing
here. What’s important is that you’ve made an assessment of the tasks at this point. A good
self-check that you’ve done this is to read the audio portion of the design document. It
should include all the audio assets and filenames for each phase, or milestone, of the proj-
ect. It’s also a favor to the team member who assembles the document, and it sets the tone
from the beginning that you are in charge of the overall sound “vision” and not just a fig-
urehead.
Whether you attend meetings or collaborate with the audio team, it’s now your job to con-
vince the team and management of the immensity of the work needed to get great audio.
Artists concentrate on art, and certainly the programmers are not yet ready to jump into
sound issues. To programmers, sound is icing on the cake when their current concern is
to bake the cake. This is the point to introduce the mindset you need to have for success.
We’ll call it the two-way approach versus the three-way approach. Figure 7.1 shows an
example of a two-way approach.
Figure 7.1
Example of a two-way approach
In the two-way approach, the game is conceived and designed according to what can be
done with art and programming. Great amounts of time and effort are spent in attaining
some new or cool thing in the handling and graphics. Some examples are the rudders and
flaps on the P-51 Mustang of Battlefield 1942, or Max Payne’s use of the “slo-mo” cam. The
list goes on and on, of course, and it is a good thing. However, note where the audio is
Designing Audio 131
placed. It becomes a second- or third-rate task, usually handed off to a junior program-
mer. If left unchecked in a two-way approach, it leads to the overall soundscape being left
to the junior programmer or a programming assistant (called a data-wrangler). The best
mindset for approaching audio is the three-way approach. Figure 7.2 shows an example of
a three-way approach.
Figure 7.2
Example of a three-way approach
As is obvious in the three-way approach, we put sound, or audio, in equal balance with
the other two facets of game development. This means that your audio requirements
should be addressed as are those of art and programming. Your goals with a three-way
approach should include three basic things:
■ Educate your team on the audio requirements of the project. Now is the time to
reiterate your needs and let them know what it’s going to take to complete the
project.
■ Have specific audio-related tasks for each milestone. Break down your tasks and
spread them over the milestones as needed. Be sure to allow the audio team the
necessary time for creation, editing, and testing of assets.
■ Acquire tools for testing and implementation. These tools are to be written by the
programming staff with your audio team’s needs in mind. You will need to stress
that sound is to be in control of the audio director or sound designer. To keep con-
trol you will need tools, or at least a process for creating and testing a soundscape.
132 Chapter 7 ■ Designing Audio
Your best bet for success is to collaborate in detail with the audio director, who will listen
and usually be open minded about your overall design, including audio interaction. Then
he can also bargain on your behalf for proper sound implementation.
Script
First, let’s look at straight numbers and amounts. Questions you should be asking your-
self are these:
■ How many characters do we want?
■ How many are males?
■ Would females add more to the game?
■ Are there outside voices (those with no visual character) such as narrators, refer-
ees, or radio chatter?
■ Does the environment call for additional voices?
■ Are the voices normal humans or are there aliens, monsters, or other processed
voices to create?
As an example, let’s refer to the design document in Appendix A, “Design Document.” We
see that this is a racing game. In a racing game you might imagine the possibility of sev-
eral unique characters, one for each vehicle raced. In motocross, most characters would be
male, but there are female bike racers in the real world, so making some female would
make sense and add depth to the game. Since it’s a racing game, our environment will be
a track or stadium, which calls for an announcer voice and crowd sounds. It also appears
to be a realistic game, with no fantasy or non-human elements. This cuts out any need to
create alien or monster voices.
Let’s say you’ve come to a decision to design for nine total characters: six males, two
females, and one announcer. You will be responsible for fleshing out the look and per-
sonality of each character in the game. Your next priority is to obtain a copy of this doc-
ument as your director moves toward organizing a talent search. Below is an example of
a character description used in Chapter 1, “What Is Game Design?”
Character Voices and Speech 133
■ Character 2—Voice is deep and muffled, similar to putting a towel over his mouth.
He’s very careful in his speech, as if he’s unsure of himself.
Phrases used: “Well, it’s been a tough competition…”
“It’s never quite. . . , well, fair. . .”
And so on.
■ Character 3—Voice is low for a female. Very sultry but not too slow. Has an insult-
ing or challenging attitude. Reminds me of Ursula in The Little Mermaid.
Phrases used: “Not too quick on the uptake, are we?”
“Moto weeds out the weak from the strong.”
And so on.
From here you can construct more script, phrases, or sayings just by brainstorming or
continued research. Other factors may include emotional states. Will they ever get angry
or happy? The script will need to reflect this. Be sure to keep in contact with the other
team members for review and suggestions. As your script progresses, stay organized and
keep like items in groupings for each character. An example is as follows.
■ Comments to:
Character 2
Character 3
And so on.
■ Positive comments
■ Negative comments
■ Narrations
■ Exclamations
When you receive a script from a hired hand, you will then need to play the role of editor.
Going through an entire script can be anywhere from short to formidable. Try to break up
the characters and get as many people to proof it as you can. Some things may need to be
changed or rewritten. As you review the text, look for the magic you want this character
to have. If something falls short, make a note, and if you have a great idea, make a note.
Be open minded, and don’t be afraid to have your hired hand redo some phrases as need-
ed. Again, you have responsibility to approve the final script and any changes.
It may be the case that you don’t want to have voice in your game. Many games do away
with the hassle of audible voice and just use text. This not only saves the cost of talent, but
can save on expensive foreign voice talent when translations are needed to market the
game in other countries.
tip
Have each person who reviews the script use a different color ink when making notes. This will help
you identify each reviewing person’s comments for later discussion.
Talent Search
Now that you have all or part of the script, you can begin organizing a talent search. Some
of your most important consideration will be in obtaining good character voices.
Options
There are many options for getting the right voice, but we’ll categorize them into three
levels.
■ Cheap. These are voices of friends, family, or anyone who will work for little or
nothing just for the fun of being in a game.
■ Midline. There are local people who may have done some voice work on the side.
Maybe they’ve had experience such as giving lectures or being on radio talk shows.
They usually charge a fee that ranges from $50 to $150 per hour or session.
■ Expensive. Talent agencies are available in most cities and cost several hundred
dollars per hour.
Talent agency voices are expensive and can add up quickly, so you have to find the balance
between getting the best and exercising your options. This will mean starting at the bot-
tom, or cheap level, and working your way up.
Having taken care of the script, you should be thoroughly familiar with each character in
the game. Start with the first and begin to research, in the same way as the script, what this
voice should sound like. Most other game designers are very opinionated about this and
have a vision of what each voice should and shouldn’t be. You will need to hold to your
136 Chapter 7 ■ Designing Audio
own vision as well. Together, you and the audio director need to produce a read sheet. This
is a one-page-or-less selection of phrases from the script that best identify the character’s
personality.
Voice Appeal
Each option has some variances, but it all boils down to listening and evaluating the voice.
In every instance it’s important to see the character in your head while hearing the voice
you are auditioning. It’s best to have at least two sets of ears to do this: one to record and
one just to listen. The ideal situation is to have three: one to record, one to evaluate script
and inflection correctness, and one to evaluate overall voice type. You should be one of the
people in attendance and attend all auditions.
Using the cheap method of talent search can be a bit more time consuming than the other
two options. This comes from the fact that just because you hear a good voice doesn’t
mean the speaker is good in front of a microphone. You may have a friend who has a per-
fect voice in a natural setting, when he is calm and relaxed. But in a recording setup, he
might be nervous and produce an unnatural sound or inflection. Thus, you sometimes
need to try out many people to find the right one.
tip
When using portable equipment to record a voice outside a studio, make sure the microphone stays
an even distance from the talent while recording. This is best accomplished with a microphone stand,
but if none is available, have one of your associates hold the microphone or, if not him, the voice tal-
ent. Also, try to have the read sheet on a stand or table so that it doesn’t rustle during the take.
Midline voice talent is the most sought after. They have experience in front of a micro-
phone and are better able to deliver the voice you want at a reasonable price. If you find
some midline talent and your script is shorter than one hour, expect to pay for a full hour
as a courtesy. At this level, you have the option of recording in or out of a professional stu-
dio. Doing a session in the studio adds cost, but it reduces noise and errors. Most midline
talent does not use their voice for a living, but as part of a living. Therefore, they may
expect to be paid for the time it takes to do a read. If in doubt, simply ask.
Expensive voice talent is the easiest to record if you have the budget. There are many
advantages to using a talent agency. In the first place, reads are free. You send a read sheet
and the agency does all the auditioning according to your instructions and character
descriptions. You may attend if you want.
A second advantage is the wide variety of voices available. Most agencies already have a
demo CD of their talent that they’ll send you free at your request. From the CD you can
select whom you want to audition. Then, after all selections, they will come to the record-
ing studio of your choice. Going to a recording studio is a must-do with this level of talent.
Character Voices and Speech 137
They will bring vouchers for you to sign at the studio, and the total bill will come later from
the agency. Of course, the studio will charge separately.
Recording
So now it’s time to hit the record button. Without getting too “techy,” let’s look at a cou-
ple of procedures you can use to help ensure a quick and successful session.
Microphone Placement
If you are recording voice talent yourself, as mentioned before, you need to ensure that the
microphone and the talent stay an even distance from each other during the take. If your
voice talent is of normal volume, start about eight inches apart. If the talent is louder, back
off a couple of inches; if softer, creep up an inch. The key is to not have the volume of your
talent cause distortion in the microphone. It’s much easier to fix a lighter volume than to
remove distortion. Also, if you have one, use a wind filter on the microphone. It’s usually
made of foam and slips over the top of the microphone. This will help remove popping
“Ps” and other such “plosives” from speech.
Level
In conjunction with placement is level or, in other words, the sensitivity of the microphone.
This is measured in decibels (dB). A simple tape recorder may or may not have a level
adjustment and level monitor, but a digital audiotape (DAT) recorder will for certain. You
simply turn it up for more sensitivity or down for less. As the person speaks, you can see
the level jump up in the monitor. You can see a few examples of decibel levels in Table 7.1.
As you can see, typical talking is around 65 dB at a distance of 3 feet. Recording at this dis-
tance is not recommended because other noises can creep in, such as room echo. Therefore,
a good recording level is about 12 to 24 dB at the distances we’ve already covered.
Coaching
Since your talent is not as familiar with your character as you are, he will be a bit uptight
about how he sounds. In all options you will need to help your voice talent achieve the
personality and traits designed. This is called coaching. In simple terms, you will need to
coach your talent, using some general guidelines.
■ Fully prepare your voice talent by discussing the character in detail just before sit-
ting down to record. In this discussion, indicate loud and soft passages, the charac-
ter’s attitude, and any varying emotional contexts you may need. If you’re in a
studio, conduct this discussion along with your studio engineer so that he can take
appropriate notes as to volume and level.
■ Start your session with the simplest script for the character. This will help break
the ice and allow your talent to get into the appropriate frame of mind. If the ini-
tial sound or inflection is not right, give him hints and examples until it’s cor-
rected. Examples of known characters are extremely helpful. For example, tell him
you want him to sound more like Darth Vader or to act sillier like the Animaniacs.
■ Throughout the session, finish each phrase, line, or comment before going to the
next. As an example, if the script line is “Captain Marvel reporting for duty,” have
the talent repeat as many takes as needed until you feel it is right. Only then
should you move on to the next line. Constantly assess the overall sound of the
voice for accuracy.
■ Equally important to all the above is to give positive feedback. If he’s doing a great
job, tell him. If changes are needed, outline what’s good first, then suggest the
changes. Again, use examples and always work to keep the atmosphere positive. It’s
helpful to imagine yourself in the talent’s shoes.
■ Take enough breaks to relieve any frustration or fatigue. This is more appropriate
with longer scripts, but it gives you a break, too.
You may have designed a game that requires a more “interactive” script. An example
would be when one character talks to another. As they converse with each other, their
responses may need to reflect different emotions while using the same dialogue. For
example, the phrase “good luck” may need to be expressed in an angry state as well as a
happy state. When coaching a voice talent in an interactive script, be sure to explain all the
needed variances in a line of script.
When preparing an interactive script, prepare it in such a way that you can foresee all the
possible directions a conversation would go. Conversation paths are often called dialogue
For the Technically Curious 139
trees, and can be quite extensive or purposely kept shallow for smaller budgets. It depends
on how much interactivity you want between your characters. After you’ve made all your
dialogue trees, run through them to make sure all the possible conversations flow well.
Coaching takes practice, but you’ll get better as you go. There are professional coaching
services available in bigger cities, but that will add to your cost. They are particularly use-
ful in coaching a foreign accent if you have such a character. Generally, if you screen the
talent, provide good examples, and coach well, you’ll have a successful character voice.
tip
If you are recording in a studio, you have two coaching options. You can coach through a “talk-
back” microphone inside the control room, or you can sit inside the recording room with the tal-
ent. The former can be more error free, but the latter can help you draw out a better sound from
the talent.
What We Hear
When you listen to your favorite song, what is it you hear? Most likely you can discern dif-
ferent musical instruments such as drums, guitar, and piano, but that is not what you are
really hearing. The dictionary describes hearing as perception by the ear. What you are per-
ceiving or hearing is sound waves traveling through the air (or other medium such as water
or steel). Take the drumbeat in your favorite song, for example. When the drumhead is
struck, the vibration bumps air molecules around it, which in turn bump other molecules,
and so forth until the wave reaches your ear. Your brain then perceives that wave as a famil-
iar sound—in this case, a drum. The manner in which this sound wave has traveled to your
ear distinguishes it from other forms of waves and is called a longitudinal wave.
An easy way to think of longitudinal waves is to picture a crowded stadium. Have you ever
seen “the wave”? It’s started by a small group of people who stand up, lift their arms high,
and then quickly sit down again. Others next to them see this and do the same, and thus
it spreads around the stadium. Notice, though, that the people don’t actually leave their
place in the stadium, but instead, the action moves. This is very similar to how sound
waves travel; the molecules stay, but the change moves through them.
140 Chapter 7 ■ Designing Audio
That’s the concept of a sound wave; now let’s look at ways of measuring it. This will help
you know what to modify in sounds you design and evaluate.
Wavelength
Why learn about wavelength? Because the number of wavelengths per second determines
the pitch of the sound and is one of several terms you will need to be familiar with in the
design process. Figure 7.3 shows what a sound wave looks like on a computer.
Figure 7.3
A sound wave
On this representation, there are peaks and troughs, but real longitudinal waves (such as
sound waves) do not have these peaks and troughs. Instead, they have compression and
rarefaction. You can create the compression and rarefaction of a longitudinal wave by
using a Slinky™. If you stretch out a Slinky and shake the coils on one end horizontally,
you can see the waves compress (compression) and stretch (rarefaction) as they travel
across the Slinky. The wavelength is the distance of a complete cycle from one compres-
sion to another, or from one rarefaction to another. In Figure 7.4, the cycle from point A
to point B is the wavelength for that particular wave.
Figure 7.4
Wavelengths within a sound wave
For the Technically Curious 141
Amplitude
Now notice the two waves in Figure 7.5. Would you believe they are making the same
sound?
Figure 7.5
Wavelengths with different amplitude
In fact, they are making the same sound. Each has the same wavelength, but the top wave-
lengths are taller than the bottom ones. This demonstrates a difference in amplitude.
There are complex relationships between amplitude and loudness that we won’t worry
about in this book. For the purposes of game audio, the higher the amplitude, the louder
the sound is to the ear. The smaller the amplitude, the softer the sound is.
There is no shortage of decibels in the audio game world. A sustained level of 90 decibels
on a regular basis can cause hearing loss and is a valid concern for the game designer, as
well as the average music listener. Whether you use headphones or listen through speak-
ers, a self-check you can perform is whether your ears are ringing after exposure to sound.
If they are, then you’re exceeding a safe level.
142 Chapter 7 ■ Designing Audio
tip
Try not to use headphones if at all possible when evaluating sound and music. They can cheat you
of the true frequencies, especially if they’re cheaper headphones. Generally, if the audio sounds
good on speakers, it will sound as good or better in headphones.
Frequency
As stated previously, wavelengths are measured in seconds, that is, the number of waves per
second. The more waves in each one-second interval, the higher the pitch. The fewer per
second, the lower the pitch. The scientific term for this is frequency, and the measurement
for frequency is hertz (Hz). For example, you strike a key on the piano (in this case, an A),
and it sends a sound wave to your ear. A musician would say, “The pitch is an A in the
fourth octave,” but a scientist may say, “The frequency is 440 hertz.” As far as what you’re
hearing, they both mean the same. However, musicians and scientists don’t always think
alike, so Table 7.2 lists some terms you may come across that are similar in meaning.
No doubt you will want to include as many cool sound effects as you can in your game.
The human ear generally can hear frequencies between 20Hz and 22,000Hz (22KHz). The
speakers or headphones you use might not generate as wide a range of frequencies. This
is known as the frequency range or frequency response. Frequency range is the span of fre-
quencies that a monitoring device can reproduce, such as the human hearing range of
20Hz to 22KHz. Frequency response is similar but includes range and amplitude. In other
words, if you see a frequency response graph on the back of a pair of speakers, it simply is
a graph of what frequencies the speakers can reproduce at a certain number of decibels
(amplitude). Figure 7.6 shows two examples.
For the Technically Curious 143
Figure 7.6
Frequency response graphs
It is important to note the type and quality of equipment you listen and evaluate sound
on. Different equipment will produce audio sound differently, so be sure to make all eval-
uations on the same sound system. As an extra check, you could then try evaluating on a
different system.
Bit depth and sample rate are the ways of measuring the quality of your sound. Think of
the sound that plays on a Game Boy machine compared to a CD. The quality of the sound
is very different. Standard CD sound quality is a high 44KHz, 16-bit, stereo sound, as
compared to a Game Boy, which is anywhere from 8KHz to11KHz, 4-bit, mono sound.
Again, without getting too “techy,” there are two basic rules for quality:
■ Sample rate is the number of samples per second. The more samples, the better the
sound quality. CD audio, for instance, is sampled at 44.1KHz. That means that the
left and right channels are each sampled 44,100 times per second. Sampled into
what? That’s where bit depth comes in.
■ Bit depth is how many bits are used to describe each of those samples. The more
bits used to encode the file, the more accurate the sample. CD audio is sampled at
16 bits, so there is a 16-bit number to describe the amplitude of the sound wave
for each of the 44,100 samples every second.
Figure 7.7 shows sample rate and bit depth in a graphical sense.
Figure 7.7
Sample rate and bit depth
These are the most basic specifications of all digital audio files, compressed or not. No
wonder CD audio files are so big.
It may seem that going with the best quality is always the first choice, but increasing sam-
ple rate and bit depth also increases the size of the sound file. One minute of 44KHz, 16-
bit, stereo sound is about 10 megabytes without any compression. To appreciate how large
this is, consider that the Sony PlayStation machine allows only 2 megabytes of uncom-
pressed sound (500K compressed). So how do they fit all that audio into a game? When
working with sound, you need to find a balance between quality and size. Since human
hearing usually ends at about 22KHz, many of today’s game audio assets are set at that
sample rate to achieve the highest quality at the smallest size. Bit depth is commonly left
Sound Effects 145
at 16-bit, but 8-bit is used occasionally. The memory limitations of game machines can be
very small, as with a Game Boy, or very big, like the hard drive on your computer.
Sound Effects
A key contributor to the success of any game is the addition of sound effects. They can
add an exciting depth to a positive gameplay experience, but can also take away from that
experience if not carefully planned.
Realistic
As you have already reviewed your project in terms of character voices, you must do the
same for assessing your sound effect needs. We will start by organizing sound effects
(SFX) into two main categories, straight and Foley. Straight effects are already created and
recorded; Foley effects are sounds you must design and create yourself.
Straight
Straight effects are those sound effects that already exist in the world and are readily avail-
able to you. Some examples would be rain and other weather sounds, automobiles, ani-
mal sounds, and so on. They are found mostly in CD libraries you can purchase over the
Internet, or you can find a disc of sound effects at a local music or department store. It is
important to note that there is a difference between a CD library and a sound effects CD.
In most cases, if you buy a sound effects CD, there is a copyright connected to it. That
means you cannot legally use any of those effects in your project without permission.
Getting permission (known as a license agreement) may or may not be easy and involves
contacting the company that produced the CD, explaining your intent, and getting a writ-
ten document back. However, buying a CD library usually includes permission to use the
effects in various ways. Figure 7.8 shows an example of a generic license agreement for a
CD library.
Figure 7.8
Example of a license agreement
146 Chapter 7 ■ Designing Audio
CD libraries are becoming more and more specific. In your initial design meetings, you
may need to suggest CD libraries that contain sounds related to your project, such as one
of the many automobile libraries if you have a racing project, or a set of “large impact”
CDs if there are many collisions in your game. There are even Internet sites such as
www.Sounddogs.com where you can purchase a single sound effect for a small fee. The
sound is then downloadable to your hard drive and usable under a license agreement.
Straight effects (as well as Foley effects) are used to fill the realistic aspects of your overall
soundscape. It is important not to spend more time and effort on a sound design than is
required. For example, think of the movie The Lord of the Rings. It is said that every hair
on the hobbits’ feet came from the belly of a yak. Would you have enjoyed the show less if
you knew the hair on their feet wasn’t from a yak? Probably not, and it is a good lesson
that can be applied to SFX design, as well. Sometimes the sound of rain is just the sound
of rain. Don’t waste valuable time overdoing a low-priority sound.
However, it is important to get the correct type of straight effect for your needs. If a rainy
ambience is needed, there are many types of rain. In assessing realistic effects, you must
pay attention to the environment. Rain falling on pavement will not sound the same as
rain falling in the forest. Most CD libraries will have several options to choose from.
Figure 7.9 shows a generic example from a CD library.
Figure 7.9
Example CD library index
Sound Effects 147
The listed effects are ready to use, but they may need to be altered somewhat to fit your
design. This task is usually handed to the audio professional, but as with any design issue,
be sure to discuss the scope and nature of the sound effects with the audio team. The more
involved you are, the better the fit of the sound effects. A general list of discussion points
follows:
■ Environment. Where is the effect occurring? Will the environment incur other
sounds, such as echo, splashing, or debris?
■ Composition and texture. What is the sound being made with? Metals, flesh,
water, or assorted items? Is it weather related?
■ Volume and intensity. Is it loud, soft, or both? Is there a lot or a little?
■ Length. Long or short? Does it need to sync to some visual? Are the visuals accessi-
ble to the audio team? Does it need to loop?
■ Variations. Will it repeat enough to be annoying? Are multiple variations needed?
Foley
Foley sound effects are those that aren’t available on a CD library and must be created as
they are needed. The method is named after Jack Foley, who invented many of the sound
effect techniques in use today at major motion picture studios.
Foley effects include sounds such as footsteps, clothing movement, kitchen utensils clinking,
paper rustling, doors opening and closing, all sorts of impact, glass breaking, and so on.
Since there are no real actors to record the sound-related events in your game, you and
your audio team have complete control of the soundscape. You will want your audio team
to have this control for timing, quality, and relative volume of the sounds.
Next time you are at a movie, listen to how the Foley is added, faded, and otherwise
manipulated. For example, imagine a biker in a motocross game putting on a helmet. You
could enhance it by adding sounds to match what you see. You would need to be sure your
audio team adds Foley sound for donning a helmet.
Special artists who are trained to produce sounds usually perform Foley effects. Ideally,
they stand in a Foley studio (a specialized sound studio) and have a variety of surfaces and
props. The Foley artists watch a screen that displays the video footage they are to add
sounds to and produce sound as the footage runs. This might include footsteps, jostling
and wrestling, rubbing their clothing, handling props, and breaking objects, all while
watching the screen to ensure their sound effects are appropriate to the visuals.
Renting a Foley studio and paying artists is expensive and may not be available in your
area. Many simple Foley effects are created by other project members. The sounds are
stored electronically and triggered by the audio team on a keyboard while watching digi-
tized movies such as AVI files on the computer. There are great software programs avail-
able that use this process, such as Vegas Video and Adobe Premier.
148 Chapter 7 ■ Designing Audio
tip
To add better depth and sound to your project, make sure you have several samples of the same
effect. For example, the same footstep used over and over is immediately noticeable and quickly
becomes annoying. Plan to have several versions of sound effects that are used repeatedly, so as
not to have a dull and repetitive feel.
Without Foley effects, a game sounds empty and lifeless. The characters are dull, and the
whole feel can be “blah.” The audio team can set up the dialogue, but your game needs
more than this to come alive. You need to hear the rustle of clothes, the clink of equip-
ment, and so on, but you need to control those sounds so that they don’t overpower the
dialogue.
Another common use for Foley is for opening and transitional movies. Video footage is
often without any noticeable sound, and movies created by your team are completely
devoid of sound, so adding Foley becomes a necessity and helps bring those images to life.
This can be quite intensive due to the number of specific sounds needed to create a real-
istic soundtrack.
Foley can also be used to enhance action scenes. In most movies you’ll notice that many
of the sounds are enhanced for effect. Most fistfights do not involve the actors really hit-
ting each other, but even if they did you would not be able to record a satisfying punch
sound. By punching, tearing, breaking, and outright destroying such objects as carrots,
melons, and cabbages, you can record unique and much more realistic action sounds.
Keep this in mind the next time you watch an amateur movie or listen to a novice sound-
track. Does it sound thin or hollow? Even though the recording may be good (which it
often isn’t), the answer could be that the moviemakers did not add Foley to the soundtrack.
Non-Realistic
Many of the sound effects you will need are not present in the world you live in. You might
call them fantasy effects. These are effects that require a unique sound, such as a wand
casting a spell, an alien monster growling, or the whirl of a spaceship. Since there are no
rules to follow in designing something that doesn’t exist, you are limited only by your
imagination.
Synthetic Sounds
Although a large CD library will have a section of sci-fi or other unusual sounds, there are
those that are totally dedicated to fantasy-type sound. A synthesizer or other sound mod-
ule that contains ready-to-use sounds is another option for fantasy sounds.
A synthesizer, or synth, is an electronic musical instrument that uses sound generating
elements (such as an oscillator) to create audio samples. These samples are then combined
Music 149
and manipulated in specific ways to create a unique sound. Over the years, many differ-
ent types of synthesis procedures have been developed and used, but only a few have
become popular. Many modern synths provide digital control over audio parameters such
as frequency, amplitude, filtering, and so on to create different variations.
A sound module, in simple terms, is a device that stores audio samples that can be accessed
or controlled by various means, which your audio team will be familiar with. Often these
devices can also accept or record other audio samples, along with the stored audio sam-
ples it came with.
However you obtain your sound samples, you will need to have your audio team alter,
mix, or otherwise manipulate those samples until you get the sound that best fits your
particular need.
Mixed Sounds
As a designer, you need not get into the nitty-gritty of mixing techniques. This is left to
the audio team and rightly so, as they are trained to deal with those kinds of manipula-
tions. However, you need to be aware of two general concerns in your project:
■ Avoid canned sound. Remember that the same CD libraries, sound modules, and
synthesizers are available to everyone. If you use a sound from one of those
sources, it will be familiar to many who have heard it before, making your game
less unique because it sounds like every other game.
■ Be efficient. Use mixed and altered sound in every proper instance, but don’t have
your audio team overdo low-priority sound. Communicate to your team your
desire to have unique sound effects in the game and specify what is high, middle,
and low priority.
Music
Composing music is not an exact science. There are many rules and techniques you can
apply that may help give a tune broader appeal. However, if you stick rigidly to rules, the
result often can sound stiff, humdrum, and lifeless. If you ignore the rules altogether, the
result is likely to be an untidy, self-indulgent piece with limited appeal.
Your goal is a balance between emotion and clarity. How do you find the balance that suits
your project? That, unfortunately, is something only you as a designer can answer, but
there is guidance available to help you through the process.
First Steps
Before you run to meet with your composer, take a moment to examine your musical
needs for the project. What is the purpose of music in your project? What will the target
audience enjoy? The answers to those questions can help you focus on your musical needs.
150 Chapter 7 ■ Designing Audio
The purpose of music in your game is to enhance emotional awareness. You may be try-
ing to accent the environment by the power of ambient music, you may be trying to cre-
ate tension in the action scenes, you might be trying to create humor with funny charac-
ter music, or you might be trying to cash in on a hot opening tune. Generally, for any of
those scenarios to be successful, your chances are greatly improved by understanding the
basic construction of a song, the emotions needed for the game, and where those emo-
tions are needed in the game.
tip
As an example, when listening to a piece of music, try decomposing the percussion. Ask yourself
these questions: What is the tempo? What is the time signature? What is the bass drum doing?
What about the snare? Are there multiple snare sounds? What are the cymbals doing? Is there a
lot of tom-tom work? How many bars does it take for the drums to loop? Are there other loops?
What kinds of drum sounds are used? What beats are accented? Are there any special effects?
Generating Emotion
Determining the emotional awareness in each phase of the game lies largely with you as
the designer. You will need to have the overall vision of the game and refer to it often, as
direction is needed.
Fundamental emotional “game-states” are as follows:
■ Ambient. This could include all calm states involved in the basic gameplay, such as
searching, sneaking, or exploring.
■ Alertness. Heightened status events such as finding a key, approaching danger, or
losing too much time.
■ Action. This speaks for itself and covers fighting, dueling, or any aggressive act or
movement in the gameplay.
■ Relief. This can include various comical attitudes and feelings, or a return to a
calm level.
■ Descriptive. You may need to describe specific characters or places with this type of
music and can cover any emotion from pride to sadness.
Obviously there are many emotional states, but these can get you started thinking in terms
of what emotional states you need for your project. As you discuss emotion in the game
with the composer, try to have examples of existing music that can be used for reference.
This will help point the direction for style and promote specific feature needs, such as
instrumentation or melody.
tip
In the beginning stages of a game, you may be required to make a demo of the game that would
have, for example, one level and one character interacting in the world. Since the music will not be
complete at that phase of the project, you can purchase and download a song with the emotional
representation you want over the Internet from companies such as www.sounddogs.com for a nom-
inal fee. This can then be used as a temporary or placeholder tune.
152 Chapter 7 ■ Designing Audio
Basic Organization
After you identify the emotional needs in your music, you will need to address the num-
ber of tunes you want the composer to create for each state. This is determined in part by
your budget and in part by the overall needs in your game. For example, in any given state,
a lower budget may have one or two long-playing songs rather than several short ones.
And a higher budget may include many short pieces of music that transition well, pro-
viding more emotional variances.
As you determine the number of songs you need, you will want to organize them accord-
ing to their positions in the game. The following is a typical list:
■ Opening song
■ Selection
■ Gameplay
■ Win/Loss
■ Credits
Opener
This is what the player is going to hear first when he starts the game. What comes out first
is paramount in how a player feels about the game. With that in mind, certain types of
games gravitate toward certain types of music. A fast-paced racer, for example, will usual-
ly crank out a pumped up rock tune as its opening theme. The intent is to draw the play-
er further into being a racecar driver, and rock music will do that.
As you stew over what your opening theme should be, consider what society-driven emo-
tional aspects will draw in the player.
note
“Society-driven” is a term for what we as a society expect in any given situation. For example,
music for a Halloween movie would include a creepy organ riff. There is no hard-and-fast rule that
it must be so, but society has come to expect it.
Some existing game examples are Mario Brothers’ happy-comic music, Halo’s choir music
opener, Starcraft’s synth-orchestral music, and so on.
Selection
With most openers purposely trying to get your attention, the opposite is true with the
selection music. After the opening sequence, a player usually needs to make choices as to
character, equipment, colors, and so on. The musical goal here is to be subdued but antic-
ipatory. A common option is to make a low-key version of the opener, with no melody,
but just the underlying beat, or the beat and chords.
Music 153
Some games will use only one selection tune throughout the selection screens. Other
games will switch songs or increase the intensity of one song with each screen. It is pure-
ly a design decision, and you have to consider what is best for your project.
Gameplay
This is the most variable of all categories. Your gameplay tunes will cover all emotional states
in your game and therefore could be quite numerous. There are many options as to how to
execute the music, too. You and your programming and audio teams will need to collabo-
rate on what process will be used. It usually falls into two areas: linear and interactive.
Linear
A linear system is one whose function is even or steady. Linear music is usually music that
is streamed steadily from the CD-ROM, hard drive, or memory. To “stream” is simply to
open a flow of data from one point to another. When done this way, the streaming of
music is not related to events in the game. The only action that can be taken is to turn off
one stream and start another. This lends itself to being mildly interactive in that an ambi-
ent stream of music can be turned off when danger is approached, with an action music
stream being turned on. However, this manner of starting and stopping can be sloppy and
ineffective.
If you choose a linear style, it is important to consider how the music will affect the game-
play events. You will not want the music to obscure the gameplay in any way. Instead, it
must enhance the emotion you want to create. For linear gameplay music, underkill is bet-
ter than overkill.
tip
A hard lesson to learn is that good gameplay music is not necessarily good to listen to on its own.
Music for listening pleasure is made just for that purpose. Music for gameplay is made to enhance
game events. Don’t let the novice team member, critic, or client reject music just because it isn’t
good “listening” music. Try your best to evaluate music when it’s in the game.
Interactive
Interactive music is music that interacts with game events. For example, suppose you are
playing a game, and your character is walking around in a building. The music is calm and
ambient. If you were to walk into a room with an enemy in it, the music would suddenly
change to a higher-paced, action-oriented theme. Having the music adjust to the events
of a game is interactive.
Most game consoles such as PlayStation 2, Xbox, and Gamecube can accommodate inter-
active music. This is normally achieved by executing the music tracks through Musical
154 Chapter 7 ■ Designing Audio
Instrument Digital Interface (MIDI). MIDI has been an important step in the develop-
ment of music in games in the past, and it has many intricacies that could fill an entire
book. It is not necessary to know the details of MIDI in this chapter, except that it allows
an instant change in the music as you progress from one point in the game to another.
This has its advantages and disadvantages. The interactivity of music to the events of the
game with MIDI is far superior to its linear counterpart. The disadvantage (usually) is the
lack of sufficient memory to hold quality musical samples for multiple events.
Music development for games over the past few years has experimented and exploited dif-
ferent methods in combining MIDI sequencing with linear “chunks” of music. One com-
mon method is to split long tracks (bass, drums, synth, and such) into individual sample
tracks and execute in the game as MIDI. This leads, for example, to using a synth track as
the ambient music, and when danger is approached, a bass guitar track is overlaid and
both are played together. Then the drum track is added to enhance an action scene, then
when the danger is gone, it returns to the synth track only. This gives a greater sense of
interaction than linear music without losing the higher fidelity and quality.
Another variation is to use high-quality samples and small linear chunks or riffs to be
played or triggered by MIDI. This gives high-quality sound, like linear music, but limits
the number of songs that sound sufficiently different from each other. Other possibilities
include the use of both linear music streamed from the CD and the more interactive MIDI
music that is played from memory.
Win/Loss
With every game, you play to win, achieve, or acquire something. You win a race, gain a
level, pick up a rifle, hit a power-up, and so on. These can be accented by SFX, music, or
a combination of both. You will most likely want to have several tunes that vary in inten-
sity as you progress through the game. Normally, anything your character picks up, or
acquires, is accented with SFX. Music normally is saved for level advancement or win-
ning/achieving the main goal.
The style is fairly obvious as a celebratory theme, but make sure you regulate the intensi-
ty as you progress through the game, so that you have the least intense win theme first and
the most intense last.
Credits
Most games have credit screens at the end that list the team members, developers, pub-
lishers, and so on. It’s your decision, but it is typical to have an ending credit theme just
as you would on a TV show. This is considered a low-priority tune that is often dictated
by the remaining budget. The most common tune to hear during credits is a scaled-down
version or variation of the opener. If your budget is tight, consider repeating the opening
tune as it played at the beginning.
Summary 155
Summary
Designing good audio for your project requires you to remember the basic needs and
functions of sound. First is successful overall planning and design, while maintaining a
proper three-way mindset. Then initiate character voice scripting, talent search, and
recording. Use the brief technical definitions in this chapter to further educate yourself in
audio standards and to communicate well with your audio team. Address your sound
effects needs effectively by utilizing real and/or non-real sounds. Lastly, specify music
tracks that generate accurate emotion for your environments, and best enhance the sec-
tions of your overall project layout.
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Chapter 8
Game Flow
I
n designing a game, it is very helpful to depict the flow of the game in some fashion.
It not only helps the designers have a better mental picture of how the game and its
parts fit together, it also gives the programmers something to follow as they imple-
ment the game. The game flow depiction is the main communication tool between the
game design and the implementation of the game.
Note: With today’s advancement in software development tools such as OOP (object ori-
ented programming) and visual development tools (e.g. Java), flow design is becoming
less of an issue with software development. However, not all games are or can be devel-
oped using visual development tools; therefore, I think it is important to cover game flow
as part of a game design.
There are several different methods of depicting game flow. In this chapter, I will talk
about the most common methods. I will also talk about different ways to break up the
game flow depiction into smaller, more manageable pieces.
The Flowchart
The most common method is the flowchart. The flowchart is a graphical representation
built with different shapes connected together by lines and arrows. Each shape contains
text and represents different actions and decisions. The lines and arrows may have text
associated with them, also. The text in a shape or associated with a line/arrow helps
describe what is happening at that point in the flow of the game. The basic, most com-
mon shapes and their meanings are:
157
158 Chapter 8 ■ Game Flow
The Oval
Start/End – The oval denotes the place where the
flowchart starts or ends. Usually the word Start or
End is in the oval. Also, the name of the flowchart
may be included. (e.g., Start Main Menu). The Start
oval will have an arrow leading from it to the first
step in the flowchart. The End oval will have one or Figure 8.1
more arrows leading to it. (See Figure 8.1) The oval depicts the start or the end.
The Diamond
Decision – The diamond is used to denote a decision. An
arrow points to the top corner of the diamond showing
how to get to this decision. The text of a question is inside
the diamond. The two or more possible answers to the
question are designated by text with arrows pointing from
the other corners to the appropriate next step in the flow.
(See Figure 8.2)
The Circle
Connector – The circle is used to connect the flowchart togeth-
er in areas where drawing the lines and arrows directly would
make a big mess. Each set of connecting circles will be labeled
the same. Most flowcharters use a single capital letter as the
label. (See Figure 8.4.) Therefore, all the A’s would be connect-
ed together, all the B’s would be connected together, etc.
Figure 8.4
You don’t have to use these symbols as described and there are The circle connects things
other less common symbols. However, whatever you do, make together.
sure that the people who will be making the flowcharts and
the people who will be using the flowcharts are all on the same page as to which symbols
mean what.
A picture is worth a thousand words. The flowchart is like a picture of the game flow. The
game designers are able to picture or visualize the game flow as they design the game. The
programmers, hopefully, have that same picture as they implement the game.
A mathematical expression assignment is depicted as the variable name on the left fol-
lowed by either a left arrow or an equals sign and then the mathematical expression. For
example, X = Y + 2 says take the value in Y, add 2 to it, and put the result in X.
You can draw the flowcharts by hand or (if you can afford it) you can purchase a nice
flowchart software package. If you draw by hand either with paper and pencil or by using
drawing software and you need to make a change, then reconnecting the arrows can be a
big pain in the “connector circle.” A nice flowchart software package will keep the entire
flowchart parts connected with possibly some minor adjustments.
Sample Flowchart
The flowchart in Figures 8.5 and 8.6 is an example of how someone might show the flow
or steps for taking a shower. Since everyone has probably taken at least one shower in his
or her lifetime, I thought that this example would be a good first exposure to flowchart-
ing. Most likely, you could hand this flowchart to someone who hasn’t had a shower before
(but can read English) and they would be able to take a shower. Of course, if the person
doesn’t know how to do some of the steps, then those steps may need to be expanded into
more detail. Some, like our mothers, may think that you should dry off before stepping
out of the shower. In either case, the picture that the flowchart paints allows everyone
involved to see the ins and outs of the game flow and to be able to make any necessary
adjustments.
160 Chapter 8 ■ Game Flow
An Alternate to
Flowcharting
If you don’t have the means or you
don’t want to draw a flowchart, you can
use what can be called a numerated text
sequence. This can be less expensive
than buying a flowchart software pack-
age and somewhat easier to modify
than drawing, but it can be visually
harder to follow.
Manageable Pieces
You will want to break the game flow into small, manageable pieces. I will talk about the
methods to accomplish it and will give an example. The higher level game flow depictions
would be included in the game design and the technical game design; whereas, the lower
level (detailed) game flow depictions would only be included in the technical game
design.
Top-Down
This method of breaking the game flow into more manageable pieces is accomplished as
its name implies: You start at the “top” by describing the major game flow (least detail)
Manageable Pieces 163
and then taking each part as its own flow and working “down” to more and more detailed
game flows until you reach the “bottom” (as detailed as may be deemed necessary).
Bottom-Up
This is the opposite of top-down. Design the game flow details first and tie them togeth-
er going up toward the top. This method works best if the details are known (hardware or
engine capabilities lend to doing certain things better one way than another), but the
designer may not know, at first, how those details may affect the upper level game flow.
Mixed
Many times it is best to use both top-down and bottom-up in combination with each
other. Some details may need to be left until the upper levels have been designed, yet some
details are already known and the upper levels will need to be based on those details.
Gameplay Flowchart
Figure 8.8 shows the main menu flow. For simplicity, I am doing Figure 8.7
The main game flow
something different with the menu flowchart. Normally you starts out very simple.
would show a decision as a diamond, but I am assuming that the
programmer will implement a menu system that will show the
choices on the screen and provide for the player to choose one. Depending on the choice,
the menu system will set any appropriate data, save which menu it came from, and go to
and display the next menu screen. I am also assuming that any of the menu screens will
allow the player to go back to the previous menu. Again, for simplicity, at this level of the
flowchart, I want to show the main front-end game flow from menu to menu, not the
details of how the menu system works, yet. In the technical design document, I can design,
164 Chapter 8 ■ Game Flow
in more detail, how the menu system works. So I use a rectangle (instead of a diamond)
to represent the menu. The first line of text is the underlined menu name. The remaining
lines of text indicate the possible menu choices. For each menu choice, an appropriately
labeled arrow leads away from the rectangle to the next menu or action.
In my example, the Main menu is first. Main menu is underlined followed by four menu
choices: 1 Player, 2 Player, Options, and Exit. If the player chooses 1 Player, then the game
will move on to the 1 Player menu. If the player chooses Race or Practice, then the player
will be presented with a pick track menu screen, a pick bike menu screen, and then moves
on into the race. If the player chooses Career, then the flowchart goes to a separate flow-
chart, 1P Career. Exit will end the game.
2 Player is similar to 1 Player, except there will be a place for player 2 to select a bike.
The Options menu provides for the player to set or change options such as sound/music
volume and saving and loading options. The game flow surrounding the Options menu
could have been more detailed. But I wanted to show, for the game design, that there will
be an options menu and I can make a more detailed description when I get into the
technical design document.
In this flowchart, I used the connector circle to advantage. If I hadn’t used the connector
circle, then the five arrows that point back to the Main menu would have been messy.
Manageable Pieces 165
Figure 8.8
I used rectangles to depict menu choices.
Figure 8.9
Fortunately all of those arrows are going to the same place.
In this example, the Career menu allows the player to start the next race, see his statistics,
save his career, or quit. Starting the next race, viewing statistics, and saving the career are
pretty much self-explanatory. Quitting takes the game flow back to the Gameplay flow-
chart in Figure 8.8. The arrow takes you to the A connector circle, which leads you back
up to the Main menu.
Here again the connector circle helped me to make a nice, neat looking flowchart, instead
of having arrows all over the place.
Figure 8.10
Don’t forget to save your career!
168 Chapter 8 ■ Game Flow
Figure 8.11
Two Player Career is similar to One Player.
Manageable Pieces 169
Race Flowchart
The sample Race flowchart in Figure 8.12 is the beginning of a much more detailed
description of the action part of the game. It starts out by initializing the race, which
includes loading in the appropriate track and bike data, setting the Pause variable to false,
setting the bikes to their starting positions, etc. Then it goes into the main loop of the race.
Inside the main race loop, it gets the player’s input (or players’ inputs), which may include
setting the Pause variable to true. If the Pause variable is true, display and handle the Pause
menu. If not, then process the AI (artificial intelligence) for the computer-controlled bikes
(if any) and process any motion/physics/collisions for all the bikes. The AI and the bike
motion/physics/collisions will be the meat of the game. This could be (no, will be) where
the programmers spend most of their time in developing the game. Even if the developer
purchases a physics engine that is already written, the programmers will spend a lot of
time on this part of the game.
Potentially, the next most time-consuming part of the game is the display of the game,
depending on the complexity of displaying 3D objects. If the developer already has dis-
play code that was written for another game or has purchased a display package, then the
job will be a lot easier and take less time.
In order for the game to be fun, it needs to look and feel good. That’s another reason the
programmers will spend much of their time on motion, physics, collisions, display, etc.
With motocross, for example, you will want the bike actions to be as real as possible, but
take my word for it, the game will be too hard to play and therefore not fun. Among other
things, if you want the player’s bike to be able to get lots of air and have plenty of time to
perform tricks, the effect of gravity may need to be adjusted. So, with tweaking and fine-
tuning, the final result will be somewhere between reality and make-believe. With that in
mind, when you start planning your schedule as part of the technical design, you’ll want
to allow a good amount of time for “fine-tuning.”
170 Chapter 8 ■ Game Flow
Figure 8.12
The race is the fun part of the game.
Summary
A picture is worth at least a thousand words. A flowchart is a picture of the game flow.
Remember to keep each flowchart simple enough to stay as much as possible on one page
and there will be less confusion between the designers and the programmers.
Chapter 9
A
s you design your game, you are creating something that is interactive and there-
fore must have a way for the user to interact with it. The interface is the way a user
can actually use your game, receive feedback, and control what is going on. For
example, the player will have to roll the dice, see how far to go, move the pawn that many
spaces, and then apply the result of landing on a particular space.
Whether textual, graphical, or spoken, the user needs to be able to perform the activities
in order to play and then receive the necessary feedback to understand his status and pro-
gression in the game. There are several parts to the user interface that perform these func-
tions; the main ones are as follows:
■ Control for the player
■ Feedback
■ Visual elements
There are firms devoted just to creating the user interface for software products and
games. This part of the design may seem like a big task, but breaking it down can help
make it easier. By the time you finish this chapter, you should have a basic understanding
of how to design a good user interface for just about any game.
There are many parts to the user interface. You must figure out which ones you need in
your game. Here is a short list of possible parts of the interface:
■ Credits
■ Intro scenes
■ Cut scenes
■ Menus
■ Instructions
■ Manuals
■ Controls
■ Presentation of the game world
■ Player’s state
■ Heads up display
We will cover most of these points, and chances are you’ve already seen them in the games
you play.
But if you map the controls so that you have to move left at the same time by pressing the
up button and the left shoulder button, you have probably not kept it simple. If you blend
the interface too far into the game, the player may not be able to understand what he
needs to do.
Be careful about breaking suspension of disbelief. To a degree, you have to do this;
a person I met somewhere would be unlikely to say to me, “To open a door, press
the A button,” and if he did, I’d look at him kinda funny. But it is at least forgiv-
able in the context of a character who has a reasonable desire to help the PC out.
In some cases, it’s better just to overlay a graphic on the screen or something of
the kind—making the in-game help extraneous to gameplay—while avoiding
making the characters in the game behave in inconsistent ways.
For example, I’ve played a particularly great game, a platform adventure, but I still don’t
know how to open a certain door. This has kept me from being able to finish and win, so
I gave up on it. I could check online for clues or hints, but it just didn’t seem worth it after
spending so much time trying to find the correct sequence of events to get it open. I
moved on to other games that interested me more. I may very well have opened the door,
in which case the game should have provided more visual or audible clues.
And another point: IA and user experience designers always insist that applica-
tions should be as transparent, simple, and easy to use as possible. For a shopping
application, this is great advice. For a game, it is not always great advice. That is,
you don’t want to make it hard for the player to figure out what to do, but you do
want it to be somewhat hard for him to actually do it. If the game is too easy to
play, it won’t be satisfying. So, you have to straddle a fine line between “too hard”
and “too easy.”
Sometimes you will find or create something so new that there hasn’t been a standard cre-
ated or considered. In that case, design an action so that it compares with something in
the real world or relate it to a similar action found in other games. That way, the player
will not have as steep a learning curve because he will already have some kind of famil-
iarity with the new action.
First Person
First-person games usually designate the mouse for looking, aiming, and firing, while the
keyboard is laid out for movement and other actions. Adventure, shooters, racing, sports,
and many other game styles can be played this way. On a console, the controls would be
laid out differently because console players would not have or want to use a mouse. Newer
consoles have two joysticks with which movement and looking can be performed. The
camera in those games has to be a bit more intelligent in order to help the player with tar-
geting and other movements. Buttons are then used for other actions such as jumping or
strafing.
Sometimes the user is given a point of view and then clicks on the direction to move or
look. The player is given an arrow indicator as feedback, for example, an arrow pointing
left on the left side of the screen indicates turning in that direction. He can click a mouse
on the objects in the view to interact with them. He can also manipulate them or take
some other action. Return to Zork, Myst, and Raven are great examples of this form of
gameplay. The graphics are pre-rendered to allow for more breathtaking views of their
imaginary worlds.
Third Person
The third-person view is quite different, and the controls should be altered as well. The
player is represented by a single avatar or token, a set of avatars or tokens, or maybe some
combination of them. The movements of the tokens or characters are presented as if the
player is watching from a distance. The controls need to reflect this.
The player can control a single avatar or token with the mouse by clicking in the view at
the desired location. Right-clicking can be used for other actions, such as picking up
items. These actions can also include bringing up a menu of options, displaying more
information about an area, selecting cards on a playing board, or changing special features
of the playing token. The use of the right mouse button can lead to problems if you are
developing for a single-button mouse.
Multiplicity
When the player must control several tokens or characters, control can be similar to
movement, but the player must be able to select the tokens he wants to control. Click and
drag is intuitive to mouse users and makes sense for your design. It can be used to select
176 Chapter 9 ■ User Interface Design
small groups, which can then be assigned numbers on the keyboard for easy selection
later. After making the selection, the player could Shift+click several locations, making
points of interest for the movement of each group. In a combat game, these groups could
walk or move to each point and then attack if there were enemies nearby.
Your game might use strategy, and a player would need to set up his tokens in a certain
way in order to win. By selecting one or several tokens for movement, the player has a
method for control. Suppose your game has a special character that the player must pro-
tect above all else; the game would need several other characters whose purpose it is to
stand guard or attack incoming enemies. The player could use these methods of selection
and movement for engaging in battle or rearranging the guard for better protection.
Console note: Games with many controllable tokens almost never work well in a
console environment, because of the difficulty of multiple selection and rapid
movement from one side of the screen to another in the absence of a pointing
device. (A mouse isn’t necessarily required; you can do decent RTS games on a
PDA, for instance, where a stylus replaces the mouse’s functionality.) Those few
console games that have the player control multiple tokens either (a) are turn
based, with the player issuing orders to tokens one by one (FF Tactics, Advance
Wars) or (b) have the player control one character at a time, with others follow-
ing him around, controlled by AI (Ico).
of the controls. The camera is controlled from about the same location with the right
hand, and player navigation is on the left. It implements movement with reference to the
camera view. Independent of where the camera points or faces, pressing up still means up
on the screen, but it could mean north, east, south, or west with relation to the world.
What makes this interface a good one is that the player doesn’t notice the change in cam-
era position because it is seamless with the environment.
3D CAMERA
When doing a 3D game, you must always think carefully about how the camera will move
or be moved, because if you do a bad job of this, players will often find themselves unable
to see what they want or need to see at a particular time. A whole lot of different systems
are used. In Halo, for example, one joystick controls character motion, while the other
moves the camera about the character, giving you 360 degrees of vision without having to
turn or move (this is similar to mouselook in PC-based FPS games). In most other con-
sole titles, the camera follows the character, either showing what the character would see
(in first-person mode), or being above and behind the character (Tomb Raider is an exam-
ple). In this style of game, you can’t change the camera except by turning or moving. In
still other games, the camera is under the game’s control, following the character most of
the time, but sometimes moving “on rails” as planned by the designer.
Configurable
When you are designing the control system, be sure that you allow for the end user to be
able to change your configuration. Some publishers and manufacturers (Sony and
Microsoft) require that the controls’ layout not remain fixed. In addition, some gamers do
not like the default configurations and like to change the settings to fit their playing style.
If you map actions to every button on a console pad, you will probably need to make
allowances for changes and may need more than one screen so that the player can better
understand the controller setup.
In the development of one game, we had made a tight fit for all of the functions or actions
to be mapped and displayed on a single screen. It worked and was visible but things
became overly tight and somewhat difficult to understand when we had to localize the
game for European markets. Words and descriptions no longer fit properly. Phrases and
sentences were much longer in German and Italian than their English counterparts. Much
care and time had to be spent rearranging the sequence and display of the controls. That
was a powerful lesson, and I suggest you design with a couple of screens in mind for your
controls.
178 Chapter 9 ■ User Interface Design
Feedback
Feedback is what provides the player with the information about his state in the game. It’s
the communication between your game and the player. If there is no communication,
then there really is no game. The player needs to know that he is being shot at, that he is
going to fall if he does not move back from the edge of the cliff, or just simply that he
needs to roll the dice to begin his turn. When the player makes a move, presses a button,
or draws a card, he wants to know what the consequences are of his action. The player’s
token is in a new position, the player hears a sound, the player views the card—just a few
examples of feedback.
One very important and simple rule should be adhered to: acknowledge input immediate-
ly. There should be no pause after an action is taken by the player. The actual method
could be graphical or audible, and this should be added to the design. A statement such as
“If the player selects a menu item, a ding is heard” would be appropriate and sufficient.
Similar phrases can be added for other actions.
Another project included a few selectable units from a top-down isometric view. A prob-
lem that was not brought up by the testing department showed that players did not know
if their unit was selected and was going to move to the location clicked on. There was no
immediate feedback. The unit did move once the player clicked on the desired spot, but
that wasn’t enough. Those who had played it over and over during the development of the
game never saw this because they knew what the unit would do.
With the advent of the Internet, new areas of gameplay have surfaced—the less visually
stimulating and more textual gaming of wireless applications. In this realm, simple links
by text and no client-side programming make it difficult to think of it as a gaming arena,
though it is one of the fastest-growing markets for games. The interface is quite simple in
this case, but feedback is critical. The information presented is mostly in text form, and
there isn’t much room for it, so you must be precise in its development. Every line counts.
Short, concise statements should be used. Actions must be very apparent. Because
response times vary, be sure the user understands the consequences of an action.
Further development has made mobile gaming move forward in leaps and bounds. BREW
and J2ME are the base for application development and have allowed for more diverse
gaming capabilities. More and more games are moving to the client side as more and more
power is added to the mobile devices. 3D and animations are implemented with a thin
client API. Developers have choices that make games quite easy to produce through this
medium.
Information Presentation
It is imperative to present your feedback concisely. The more items you have, the more dif-
ficult it is to remember those options and take action. Short-term memory allows only
Feedback 179
five or six disjointed bits of information, so make the best of your player’s brainpower. Get
to the point.
For example, here is a main menu for a role playing game:
■ Options
■ Game Credits
■ Game Information
■ Play Game
■ Choose Level
■ The Creation of MyGame
This menu is too cluttered and does not help the player get to the game. The menu isn’t
even ordered correctly, as you probably have already noted. There is too much informa-
tion that the player doesn’t really need from the same menu. Here is another go at it:
■ Play Game
■ Options
That’s it. There’s no need for more than this in the main menu. The player will select Play
Game to start and then Continue or Choose Level from the next menu—possibly Select a
Character after that. If the player wants to adjust the game or see the credits and The
Creation of MyGame, he will choose Options. That makes it simple and easy to use. It will
keep the player happy because he can get right into playing.
As the player navigates through the menus, there should be some feedback that lets him
know of the movement in a menu and the selection of items. Sound effects and other
responses should be designed into the menus. Prompts for how navigation can be accom-
plished are also helpful—what buttons perform which functions. Let the player know
what he needs to do. There usually are technical requirements for this sort of thing set up
by publishers and manufacturers.
Personality
What will be unique about your design? What will draw the player into the interface? For
both of those questions, I think about Warcraft III again. The menu screens are built to
give you the flavor of being at the castle walls preparing for battle and start you down the
path of warfare. The whole idea with the interface is to make the player feel as if prepara-
tions are being made for warfare. The sounds, the textures, and even some of the words
play a part of this façade. Animation and movement in the background bring the menu
to life.
180 Chapter 9 ■ User Interface Design
Even with all the special effects and animations, the menus are simple and to the point. They
are not overly long for a player who just wants to get into the action. The player has a quick
route straight into the game. It is a style all its own that still incorporates simplicity.
The Visual
The biggest part of video and computer games takes place onscreen. The visual part
becomes the largest part of the user interface. The interaction or communication starts
with what is displayed to the player, giving the needed instructions. The onscreen ele-
ments used to control the game are called the graphical user interface (GUI).
Information Screens
An information screen is a screen that gives the player specific game information. A title
screen is an information screen. Almost all games have a legal screen, which lets the play-
er know who owns what copyrights and trademarks in a game. Many games have high
score screens or other specialized information screens.
The very first thing a player sees in a game is a GUI element. It may be simply a loading
screen, or it may be an elaborate full-motion video. It is important to make a favorable
first impression on the player, so an interesting and visually impressive opening to a game
goes without saying. The concept artist is the person who is responsible for creating a
great opening for the game.
The most important aspect of an information screen is to give the player information. In
a legal screen, the information is spelled out in very specific legal text that needs to be
clear. In a title screen, the information may not be so much in the text but more in the
emotion of the art. Each screen will have its own purpose. The concept artist needs to be
aware of the purpose of each screen and design the screen with that purpose in mind.
Some of the more common types of information screens are as follows:
■ Title
■ Loading
■ Legal
■ Level
■ High score
■ Win
■ Lose
■ Credit
Title Screens
The title screen may be the most important of the information screens. At least as far as
budgets for screens, it is the one that typically has the largest. The title screen is the open-
ing screen for a game and includes the game’s title. It is the one that introduces the game
to the player. First impressions are very important.
A common practice in games is to have the title page be the same art as that on the game
box, if the game is sold retail (in stores). Online games don’t have a box. If the game will
be sold at retail, then the concept artist may want to wait to design the title page until the
box art is designed. The main issue with using box art is that the box layout is different
from a screen layout. Figure 9.1 shows the layout for retail boxes and game screens.
182 Chapter 9 ■ User Interface Design
Figure 9.1
The layouts of boxes are different from those for a screen in the game.
Notice that the box is either a vertical rectangle or a square. The screen is a horizontal rec-
tangle. Sometimes the box art will not look good when adapted for the title screen.
In addition to the title screen, the game many times will have an opening movie. The
movie, like the title screen, is an information element in the game. If the game includes a
movie, the concept artist will need to create a storyboard to explain the movie.
Loading Screens
Loading screens are also important initial screens in games. Games that are on either a CD
or a DVD take time to load the game graphics into system memory. During the loading
time, a loading screen is displayed onscreen. This screen can be as simple as a loading bar
that grows as the game loads, or it can be a lot more. It is up to the designer and concept
artist to determine what they want to put on the loading screen.
Some games get very creative with their loading screens. A racing game may have a car
move across the screen instead of a loading bar. Some games even have simple little games
that the player can play while waiting to load. Figure 9.2 shows a sketch for a racecar game
loading bar.
The Visual 183
Figure 9.2
A racecar is used in the loading bar for this concept drawing.
Legal Screens
Legal screens have very specific legal requirements that make them less creative than other
screens. A legal screen tells the player who owns what part of the game. The ownership is
usually determined by a trademark or copyright. There are specific requirements for dis-
playing notices for both. Some games may contain patented software, although that is less
common.
Before designing a legal screen, it is a good idea to check with the attorney responsible for
the game to get the legal text. The same attorney should make sure the text is accurate and
check the concept design when it is completed.
In a legal screen, the text should be clear and legible. The logos should be large enough to
be recognizable. The composition should be simple and in most cases formal.
Level Screens
In many games there is an introduction screen for each level. Often the level introduction
screen is also a loading screen. Level screens are similar to title screens, with the exception
that the level screen introduces the level and not the game. Level screens are often used in
racing games to show the layout of the upcoming course. Figure 9.3 shows a design for a
level screen from a racing game.
184 Chapter 9 ■ User Interface Design
Win Screen
A win screen is the reward for the player when the game is won. Win screens need to
be something special because the player has just spent a lot of time with the game. If the
reward is not very much for winning, the player will be disappointed. It is common to
use FMVs as the reward.
Lose Screen
A lose screen is like a win screen except that the player sees the screen when he has lost the
game. A lose screen is often seen several times during the course of playing the game, but
a win screen is seen only when the player successfully completes the game. A lose screen
should encourage the player to return to the game and try again.
Credit Screen
Like movies, games also have a number of people who contribute to the development of
the game. Everyone who has a part in creating the game should be included in the credits
for the game.
The Visual 185
A credit screen lists the names and maybe pictures of the people who contributed to the
development of the game. Credit is very important to members of the development team,
and the information included is very specific, like the legal and high score screens. It is
closer to the legal screen in that the credit information needs to be clear and easy to under-
stand. Many people in the industry rely on credits to help them get work or to upgrade their
jobs. Some even become celebrities in gaming circles if they have worked on a popular title.
Menus
Menus are the most common GUI element for front-end navigation. Menus are onscreen
selection elements with selectable graphics, usually in the form of buttons, but they can
use other types of graphics as well. Each button on a menu
has a function. The player navigates the game by selecting
buttons with the game control device, which in the case of
a PC game is usually the mouse. Figure 9.4 shows a design
for a game options menu screen.
This example uses buttons to make selections. Buttons are
virtual devices, and there is very little functional difference
between a button and any other onscreen selectable item.
The only real difference is in the animation of the button.
There are several types of selectable elements that can be
used in designing games. A few of them are as follows:
■ Menu lists
■ Buttons
■ Icons Figure 9.4
■ Objects Most menu screens use but-
tons.
■ Characters
Menu Lists
The simplest type of menu is a list. Most people are familiar with menu lists in computer
applications. The most common form of menu list is the pull-down menus usually found
at the top-left area of the screen. There are other types, including marking menus and sta-
tic lists. Marking menus float over the screen and are accessed either by a mouse click or
a button press on a game controller. Figure 9.5 shows a design using a marking menu.
186 Chapter 9 ■ User Interface Design
Figure 9.5
Marking menus are floating menus.
A static list is a menu that is part of the static artwork in a screen. Static lists are very com-
mon in Internet Web pages. Menu lists are widely used in Internet and computer applica-
tions, but they are not as common in games, where a more graphically interesting
approach is desired.
Buttons
A button is a graphic device that has the
appearance of a physical button. Many
buttons are animated so that when the
player activates it, it appears to be pushed.
Figure 9.6 shows a button in its two stages
of animation.
Figure 9.6
Buttons are common in games because Many buttons are animated to show when they
visually they are more interesting than are pressed.
menu lists.
The Visual 187
Icons
Icons are very similar to but-
tons, with the exception that an
icon is a small symbol or pic-
ture. It may be pressed like a
button, or it may just change
colors when selected. Figure
9.7 shows an icon in the select-
ed and non-selected states,
with a simple color shift to
indicate the difference.
Figure 9.7
Most people are familiar with Icons often use a color shift to indicate the selected and non-
icons from their use in com- selected states.
puter software. The desktop of
most operating systems con-
tains multiple icons. Icons are used often in games because of their use as symbols. Often
the need for text is eliminated because of the symbol on an icon. The example in Figure
9.7 shows a child reading. The player doesn’t need text to indicate that reading is what the
icon represents.
Objects
A very common practice in games is to use objects as interface devices. Unlike other inter-
face devices, an object can exist as part of the game world. It doesn’t have to be a separate
interface device. It can be part of the setting. Doors leading from a room to other play lev-
els are an example of interface object art.
Many games have pick-ups. A pick-up is an in-game element that the player can acquire
during gameplay. They are not traditionally thought of as interface art because they are
part of the actual play of the game. However, in many ways they act as interface devices
because they are selectable items in a game.
As games become more advanced, the line between the interface and the game is becom-
ing less defined. Game designers are starting to include many systems that were once
interface elements in the game itself. This is really stretching the definition of a menu, but
it is basically the same thing. For example, if a player selects the play level by the door
selected in a room, it is the same thing as selecting the level from a menu list. Menus do
not have to be 2D word lists.
188 Chapter 9 ■ User Interface Design
Characters
Using a character for a selection item in many ways is similar to using an object, except that
the character may be able to talk to the player to explain the selection. A character in a
room is an obvious way to create a character selection menu, but characters can go beyond
just the selection of characters. Characters are great for information. Using characters for
interface elements is a lot more interesting than a menu list. For example, a player can
interactively change the character’s clothes, hair color and style, skin color, and body type.
Onscreen Displays
Many games have graphics that remain onscreen during gameplay. These graphics often
give the player information about the game. They may indicate the health of a character
or show the speed of a vehicle. They might display the score or the number of items a play-
er has collected. Their purpose is to give the player vital real-time information.
An onscreen display is often called a heads up display (HUD) in the industry. The name
comes from the displays used in military aircraft to give the pilot vital flight or enemy
information while flying. Figure 9.8 shows a HUD for a racing game.
Figure 9.8
Racing games often have several HUD elements.
In Figure 9.8 there are three HUD elements. In the upper-left corner is the track display,
with the relative position of each racer. This is also known as a radar map. In the lower-left
The Visual 189
corner of the screen is the position of the player. It indicates that the player is in first place.
To the right on the lower part of the screen is the speedometer. Each element has a pur-
pose to help the player during the game. From inventories to radar maps, from item menu
displays to spell casting, each has its role in helping the player interact with his game
world.
It is very important to design the
HUD carefully because the HUD is
onscreen while the game is played. It
is arguably the art that is seen most
often by the player.
The concept artist needs to be aware
of the video safe area. The video safe
area is that part of the screen that will
not be hidden by the game system.
Some game systems do not display
the full screen during the game. This
is especially true for video game sys-
tems that display their signal on a
standard TV. Computer games typi-
cally do not have this problem
Figure 9.9
because they use a digital rather than Some video game systems do not display the full game
an analog signal. As more display sys- screen.
tems become digital, this concern will
disappear. Figure 9.9 shows the video
safe area of a TV video game.
When designing the HUD, the con-
cept artist needs to place the
onscreen elements in such a way that
they do not interfere with the game
action. The area where most of the
game action takes place is called the
focal area. Figure 9.10 shows the area
typically used for the focal area of a
game.
Figure 9.10
The center of the screen is usually the focal area.
190 Chapter 9 ■ User Interface Design
Creating Game
Navigation Design
This first example is of a game
options menu in a science fiction Figure 9.11
adventure game. The design will use The area between the focal area and the video safe area
simple shapes. The first step is to is the best location to place HUD elements.
define the screen area and lay in the
background. In this case the back-
ground is a dark gradation, as
shown in Figure 9.12.
hint
A vector drawing program is a very
useful tool in creating interface art
designs. These art programs are very
good at creating clean geometric
shapes. They are also very useful in
laying down gradations or flat colors.
More intricate drawings can be cre-
ated in painting programs and then
imported into the vector program.
Figure 9.12
Start by defining the area of the screen.
The next step is to create the basic
menu areas. These shapes are drawn
in, as shown in Figure 9.13.
Creating Game Navigation Design 191
Figure 9.13
The menu areas are
drawn in.
The center shape will be a monitor. It is now drawn in, as shown in Figure 9.14.
Figure 9.14
The center shape is a
monitor.
192 Chapter 9 ■ User Interface Design
A character will speak to the player from the monitor. A character sketch is added to the
monitor, as shown in Figure 9.15.
Figure 9.15
A character sketch is
added to the picture.
To give the design a more technical feel, some tubes are added as support devices to the
onscreen shapes. Figure 9.16 shows these tubes.
Figure 9.16
Support devices are
added to the drawing.
Creating Game Navigation Design 193
Now the buttons can be added to the picture, as shown in Figure 9.17.
Figure 9.17
The buttons are added
to the shapes to cre-
ate menu panels.
The last step to complete the concept sketch is adding the text on the buttons. Figure 9.18
shows the finished concept sketch of the game options screen.
Figure 9.18
Adding the text fin-
ishes the game
options screen.
194 Chapter 9 ■ User Interface Design
Figure 9.19
The first step is to
define the dimensions
of the screen.
HUDs are art that overlay the game. A sketch of a racing game is added to indicate what
the game action will likely be, as shown in Figure 9.20.
Figure 9.20
Add a sketch of the game.
Creating Onscreen Elements 195
Now the HUD elements can be added. The game design calls for an onscreen track layout
that shows the progress of each car in the race. The first element added to the design is a
miniature map of the track, as shown in Figure 9.21.
Figure 9.21
A miniature map of
the track is added.
Small circles are then added to the track to represent each car, as shown in Figure 9.22.
Figure 9.22
Circles are added to
the track to represent
the cars.
196 Chapter 9 ■ User Interface Design
The next HUD element is the position of the player. Figure 9.23 shows this element added
to the design.
Figure 9.23
The position in the
race is added to the
design.
The last element to add to the picture is the speedometer. This will be placed in the lower-
right corner of the screen. The speedometer will be circular, so the first step in building it
is to create the shape, as shown in Figure 9.24.
Figure 9.24
Create the shape of
the speedometer.
Creating Onscreen Elements 197
Text indicating the speed is added to the speedometer. The test wraps around the inside
of the circle much like a real speedometer, as shown in Figure 9.25.
Figure 9.25
The speed is added to
the speedometer.
The last element is to add an indicator of how fast the racecar is traveling. This is done by
adding a needle, as shown in Figure 9.26.
Figure 9.26
Show how fast the car
is going.
198 Chapter 9 ■ User Interface Design
Summary
The use of simplicity, feedback, similarity, and familiarity will help you design a good user
interface. In your design, be sure to investigate the platform(s) you expect to use, and then
find out the technical certification requirements.
■ Simplicity: Keep it simple. Be sure not to overload the user with non-essential
information, especially in menus. When they are simple, multiple menus are fine
and can help keep the player in the correct flow, which moves him right into
gameplay. The player wants to play, not spend time in menus.
■ Feedback: The key to feedback is visibility. Visibility means providing good and
helpful information to the player, giving audible clues according to action, as well
as using simple coloring to show selections and other functionality. Highlighting
menu options with a background color change alongside the foreground color
change helps the player stay on target.
■ Similarity: As selectable options change, don’t change the method of selection.
Moving from menu to menu, it’s a good idea to keep the same method for select-
ing items and changing the selected item. Any in-game menus should correspond
to those in the front-end of the game, for example.
■ Familiarity: Remember to check out not only games that are similar in content,
but all kinds of games, in order to better understand how good user interfaces are
designed. Compare them to your needs and borrow elements. Players have played
these games, and you need to conform to the norms that players will understand
and with which they are familiar. When you find elements that you like and that
are suited for your content, be consistent throughout your design.
From the information in this chapter, you should have a handle on what it will take to
make a good user interface that is not only functional but also user friendly. It’s not hard
to do, but there are definitely some things that need to be remembered and implemented.
Chapter 10
Technical Design
T
he technical design document (TDD) picks up where the design document left off.
The TDD describes the nitty-gritty of how you are going to accomplish the devel-
opment of your game. It takes the design document and adds more detail, such as
more detailed flowcharts and information on memory use, what software tools will be
used, and your time schedule. It especially should include descriptions of any special
things that are unique to your game. For example, in the Motocross game, the user might
be able to build tracks and race them. If that is the case, the TDD should describe how you
expect to accomplish putting together the pieces of track and so on. The TDD should also
include a section describing any concerns or problems and how you expect to solve those
problems.
As a general rule, the more time spent on the TDD, the less time will be spent in develop-
ment. At some point, though, you need to stop designing and start developing. You can
usually tell when that time has come, when there are only questions that can’t yet be
answered. Simply put those questions in the Concerns and Potential Problems section and
describe the processes that will be used to answer them. Of course, it may not be that sim-
ple, but do the best you can.
Parts of a few sections of the design document may be included in the technical design
document. Some of these sections could be the basic game description, flowcharts, target
audience, target hardware system(s), and milestone table. Including those sections helps
to have continuity between the two documents. As you describe some of these sections in
more detail, it also helps to have the original paragraph or two followed by the more
detailed description.
199
200 Chapter 10 ■ Technical Design
■ Windows 98 or higher
■ 128 MB RAM
■ 32 MB video card
■ 8x CD-ROM drive
■ DirectX 8.0
■ Sound card
■ For network play, the system will also need a network card
Target Audience
You will probably want to just copy this section from the design document. Most likely,
there won’t be any additions to it. It’s good to have it in the TDD because then the reader
won’t have to refer back to the design document to retrieve the information.
Processor Use
This section would be included only if your target system is a console system or has mul-
tiple processors with different purposes. The PlayStation 2 has several processors that have
different purposes. It has a main processor, an input/output processor, two graphics
The Sections of a TDD 201
processors, and a sound processor. Even though each processor has its own specific pur-
pose, sometimes you can have a processor that may not be busy all the time do certain
tasks such as performing calculations for the artificial intelligence (AI).
Memory Use
This section will be a “best guess” on your part. You will need to determine, as closely as
possible, how much memory will be used and for what purpose. The reasons you want to
go through this exercise are because it’s a sanity check to make sure your estimated mem-
ory use fits within the minimum system requirements and because it will be used as a tar-
get as you develop the game. As the game develops and you find that your memory use is
going outside the limits you had originally set, you have to either bring your memory use
down or determine if the minimum system requirements can be raised. If you were devel-
oping this game for a game publisher, most likely, the second option wouldn’t even be
considered, because they’ve already determined their market size by how many potential
customers have that much memory on their computers.
For example:
■ 1 MB—Code
■ 2 MB—Sounds
■ 2 MB—Front-end art
■ 16 MB—Bike 3D art (2 MB per bike)
■ 32 MB—Track
■ 53 MB Total
AI
Not all games need artificial intelligence (AI). If your game has non-player characters
(NPCs), then your game will need AI to control these NPCs. NPCs can be anything from
other bikers with whom you are racing to the big boss you have to defeat in order to com-
plete the level. In any case, you’ll need to explain as much as possible how each NPC’s AI
will be calculated.
For example:
We will use the blind data capability in Maya to attach a value to certain polygons
in a track. The NPC bikes will use this data to follow the track. Certain values will
be used to indicate how to traverse the track. Such values would include:
Straight—Full throttle
Right turn coming up—Slow down in anticipation of the turn
Left turn coming up—Slow down in anticipation of the turn
Right turn—Turn right
The Sections of a TDD 203
Multiplayer
Will your game allow more than one player? If so, you need to explain the ins and outs of
whether you’ll be able to play on a network or over the Internet. Will your game handle
more than one player on one screen? If so, explain how the screen will be split—horizon-
tally, vertically, or both.
For example:
This game will allow two players to play on the same machine and up to eight
players over a network. Because of the potential for large latency on the Internet,
there won’t be Internet multiplayer capability.
Two players on one machine will be able to use the keyboard or joysticks. The
players will be able to choose a horizontal or vertical screen split, and the default
will be horizontal.
In network play, it is anticipated that one computer will act like a host and keep
track of all racers and AI bikes. Each computer will control its own bike and trans-
mit that information to the host. The host will take all the bikes’ data and trans-
mit that data back to the other computers. The host computer will resolve any
conflicts between computers.
Software Tools
This section should contain a list of the software tools that you anticipate you will use to
develop your game. This includes the tools that will be used to build the 2D and 3D art,
the sounds, and the game code.
You will pick these tools based mainly on two criteria: Does the tool do everything you
need it to do? Can you afford it? If you have the time and skills, you can go with a cheap-
er tool and make up the difference by writing some of your own tools. If you will be writ-
ing your own tools, you can describe them briefly in this section.
For example:
Art Software tool list:
Maya for creating and editing 3D art and motion.
Photoshop for creating and editing 2D art.
Data Wrangling
I’ve named this section “Data Wrangling” because the person (usually a junior program-
mer) who deals with getting the art and sound data into the game is often referred to as
the data wrangler. This section is where you need to describe this process. This process is
also referred to as the art or sound path or pipeline. This process may take some thought
and organization, but if done correctly, it will pay off in the long run, especially if there is
going to be a large amount of data.
In the following example, the So-And-So Graphics Engine is fictitious.
For example:
3D art pipeline—We will use the Maya plug-in for the So-And-So Graphics
Engine to output the 3D art into the format used by the So-And-So Engine. A file-
name standard will be used to keep track of each art file. For the bike files, we will
use the following naming standard:
The first four characters will be “bike.”
The fifth character will be bike size (0–125cc, 1–250cc, 2–500cc).
The sixth character will be which of the bikes can be chosen (0 through 7).
Therefore, a filename for the fourth 250cc bike might be bike13.sas.
The Sections of a TDD 205
Database Handling
Not all games will have a database. If yours does, then you will need to describe what data
is in the database and how it will be used in the game. A database is a set of data organized
into records. Each record contains fields. Each field contains the same type of data as in the
other records. For example, a “person” database would have “person” records. Each person
record in the database would have fields, which could include the person’s first name, last
name, address, and phone number. A monster database might be used to define what mon-
sters are located where in the game. The fields for such a database might include which 3D
art file to use and its level, starting location, initial hit points, and regeneration time.
Some databases are simple enough that you can build a table by hand in your game code.
If the database is large, you may want to keep track of your data in a spreadsheet and then
“wrangle” it into your game.
Scheduling
This is where you estimate when certain tasks and milestones will be completed. You’ll want
to coordinate the tasks so that a task that is dependent on another task is not scheduled to
start before the other task has been completed. You will probably spend a good amount of
time figuring out and coordinating the schedule. Nevertheless, it will give a plan to follow.
If a given task is falling behind, you can see how it might affect the rest of your schedule,
and you might be able to plan around it and make appropriate adjustments.
Even if you don’t care about when the game is finished, at least it can give you a picture
of where the project is and how close it is to being done.
I like to use a project software package. Figure 10.1 illustrates how a schedule might look.
206 Chapter 10 ■ Technical Design
Figure 10.1
This sample schedule shows dependencies.
The Sections of a TDD 207
Game Flow
Again, you can start with what was in the design document and make more detailed flow-
charts. See Chapter 8, “Game Flow.” You’ll want to be as detailed as possible without going
overboard. Deciding how detailed to get is dependent on those doing the programming.
Figures 10.2, 10.3, and 10.4 show part of the expansion of Handle player actions from the
flowchart shown in Figure 8.12 from Chapter 8, “Game Flow.”
Figure 10.2
Handling player actions
Figure 10.3
Handling user input
208 Chapter 10 ■ Technical Design
Game Engine
What will drive your game? Will you be
using an existing engine or will you be
writing your own? A brief but thorough
explanation of what you plan to do goes in
this section.
For example:
We will be using So-And-So’s 3D
Graphics Engine to develop the display
aspects of the game. So-And-So’s 3D
Engine version 6.3 is a client-based,
multimedia technology platform with
unique compression technology. The Figure 10.4
So-And-So 3D Engine takes advantage Handling keyboard input
of modern processor and graphics card
hardware acceleration, scaling content
to the optimal level of the computer’s power. The engine SDK immerses develop-
ers in an interactive browser- or standalone-based 3D world, supporting flexible
and seamless creation of leading-edge, innovative content.
The Sections of a TDD 209
Needed Assets
This section will involve a good amount of time and effort. You will list, by category, every
single bit of 2D and 3D art, motion, and sound that you anticipate will be used in the
game. Not only does this give you an idea of where the “end of the tunnel” is, this infor-
mation aids greatly in your scheduling. If you know that you will need 25 similar type
pieces of 2D art and you estimate that each piece will take one day to complete, you can
estimate that it will take 25 days on your schedule.
For example:
2D art needed for the front end and gameplay:
Legal screens (the screens that contain the copyright and other legal
information)
Main screen
New Game screen
Load Game screen
Training screen
Options screen
Exit screen
Race Briefing screen
Save Game
Gameplay interface or heads up display (HUD)
Score screen
Career Progress screen
Languages
If your game will handle different languages, this section is where you explain how you
plan to accomplish it.
For example:
The game will handle American English, British English, Spanish, French, and
German. We will make and use a language database tool that will build a phrase
dictionary file for each language. When the user chooses a language, the appro-
priate language file will be loaded. Internally, a unique number will refer to each
phrase. Any time text is to be displayed, the desired phrase number will be used
to “fetch” the correct phrase from the dictionary.
210 Chapter 10 ■ Technical Design
Audio Handling
This is where you explain how the sounds will be played. Most likely, sound effects will be
preloaded and played instantly. Other sounds, such as music and speech, may need to be
streamed. Because of the way streaming works, there will be a delay between the time a
sound is queued to play and the actual playing of the sound. If the delay may cause prob-
lems, you will need to describe what techniques you will use to reduce the effect of
the delay.
For example:
The So-And-So Engine handles sound files. The engine can handle preloaded
sounds as well as streaming sounds. All of the sound effects will be preloaded and
played as needed. The background music and the announcer speech files will be
streamed. We don’t anticipate that the slight delay for playing the announcer
speech will be a problem.
Physics
If your game has physics—and a motocross game definitely has physics—then you
describe in this section how your physics will work. Will you use an existing physics
engine or will you write your own? If you will use a prewritten physics engine, tell which
one. If you will be writing your own, explain what techniques you will be using. How real-
istic will the physics be? Remember that, in most cases, totally real physics makes the game
too hard to play. If you don’t know the answer to this question, say so and write a blurb
about how you plan to start and then adjust the physics. If the person doing the pro-
gramming knows the plan, he can write the code in such a way as to make adjustments
relatively easy to make.
For example:
The So-And-So Engine has collision detection, so we will use the engine for han-
dling collisions. We will need to develop our own physics handling. We will use
the basic physics equations for calculating acceleration, deceleration, velocity,
momentum, and friction. Each bike type will have a certain mass. We will try to
be as real as possible by initially using the equivalent to the earth’s gravity. In
order to allow for a little more hang time in the air to pull off tricks, we will prob-
ably need to adjust gravity to be less than the earth’s. We may also need to fine-
tune the friction coefficients.
Sample Art
Definitely have some sample art of how the game might look in different aspects. Include
samples of what some of the menu screens might look like and what some of the actual
gameplay might look like.
Summary 211
User-Defined Worlds
Will the user be able to build or define his own worlds? If so, describe in this section how
the user interface will look and work, how the pieces will be pieced together, and how the
AI will work. In the example of the Motocross game, the user can make his own tracks and
race them. This could be one of the more difficult parts of the game to accomplish. Not
only do you need to put the different track parts together seamlessly so that the bikes don’t
fall through seams, but you may have problems getting the AI to work.
For example:
We plan on using Maya’s hidden data to flag the vertices that will be tied together
when assembling a user-defined world. The same method will be used to tie
together the AI track.
Summary
Writing a TDD can be a lot of work, but will definitely be worth it in the long run. Use
this chapter as a jumping off point. You may not need all the sections mentioned in this
chapter and there may be other sections that you will need to add. It depends on what
your game is and for what platform. Additional sections may include discussing your final
product format (CD, floppy disk, DVD), copy protection, your game’s handling of force
feedback devices, and (if you’re really shooting for the moon) your game’s handling of vir-
tual reality devices.
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Chapter 11
213
214 Chapter 11 ■ Schedules and Budgets
In this chapter, we will discuss some important elements of the schedule and budget that
you should consider as you prepare yours.
tip
Now is the time to start learning how to understand the elements you will have control over. As
you start working with others to complete projects, you must learn how long it takes each of them
to complete their tasks. You should be comparing how long it takes you or them to complete the
task with how long you or they said it would take! Are you one of those who take twice as long to
complete a project as you said it would take? Or are you the type that completes it in two-thirds
of the time you said it would because you always build in a buffer? It really doesn’t matter what
type you or the others are, as long as the person building the schedule and budget knows what
types you all are.
These are a few things that you need to be aware of as you create your development sched-
ule and budget. Sometimes the egg will come first, and other times the chicken will come
first. You must be able to deal with both situations and do it in a way that keeps you and
your team viable throughout the process and beyond.
In our situation, let us decide that the egg comes first. In other words, we’re going to devel-
op the programming schedule based on our design document and then create the budget to
fit that schedule. For learning purposes, we are also going to assume that you are working
with some buddies. The group is going to handle all the programming, art, and audio work.
Now, even though you’re not working with a publisher right now, scheduling and bud-
geting are important issues. Master this area now while the games that you are developing
are small. It will make it so much easier when you move to larger, more complex devel-
opment projects.
In presenting the scheduling and budgeting materials, we will make it as simple as possi-
ble. You should be aware that work breakdown structures, Gantt charts, critical path
analysis, and the program evaluation and review technique are all important aspects of
scheduling that you should become familiar with as your development projects increase
in complexity. For the purposes of this book, we are going to assume that you know little,
if anything, about scheduling and budgeting. With that in mind, let’s get started.
■ Design
■ Refinement of game design
■ Programming
■ Graphics engine
■ Sound engine
■ Music engine
■ Input engine
■ Physics
■ Art
■ 2D artwork
■ 3D artwork
■ Audio
■ Music recording
■ Voice recording
■ Sound effects
■ Video
■ Testing and game-tuning
Your schedule may include some of the items listed and others that are not. With the list
of activities that are needed to complete your game, you now have a framework that you
can flesh out into a full game development schedule.
From this list, you then will break each element down into manageable tasks or activities.
Each task or activity should be able to be accomplished in a week or less, with one day as
the smallest unit of measurement. Rarely should the activity take more than two weeks. If
the activity takes more than a week or two, then it should be broken down further into
tasks that can be measured and accomplished in a smaller amount of time. For example,
if the activity is to create eight motorcycles for the Motocross game in four weeks, then this
activity should be broken down into smaller tasks. For example, it can be broken down
into two motorcycles per week or one motorcycle every two and one-half days. By doing
this, you are creating a schedule that can be monitored and managed more effectively. In
your weekly progress meetings, you can review actual progress and see more clearly where
the development cycle actually is. If you have eight weeks to complete an activity, it is
more difficult to track the progress than when you have to have two motorcycles com-
pleted each week.
Creating the Framework of Dependencies 217
Staying on track with the schedule is itself a difficult task. Everything you can do to help
monitor the process is a bonus to you and, someday, will be to the publisher as well. It is
difficult to be honest with yourself and the team when having to acknowledge that you are
slipping behind. But it is much better for everyone involved if such honesty occurs when
you are early in the development process than when you arrive at the point when the game
should have been complete, only to have to tell the publisher that the completion date has
slipped three months. Learn to handle this situation now when you are working by your-
self or your buddies so that when you encounter it with a publisher you will know how to
handle it.
At the same time you are breaking down each element into a manageable task, you should
also be identifying dependencies. A dependency exists when a task cannot be started or
completed without another task being completed first. For example, programming can-
not put the sound into the game until the audio engineer has completed it. The art tech-
nician cannot put a piece of art into the game until the artist has completed it. It is cru-
cial to recognize and understand these dependencies start here.
Gantt Charts
A Gantt chart is a visual tool that will help you in planning your game development. The
Gantt chart was developed by Henry L. Gantt, an American engineer and social scientist.
The Gantt chart is a graphical illustration of the schedule that is very helpful in planning
and tracking the specific tasks in the project.
You can create a simple chart using graph paper, or you can use a variety of software prod-
ucts to create a Gantt chart. Initially, it will probably be easier if you just use a spreadsheet
or the Table feature of your word processor. You can add rows and columns as necessary,
Gantt Charts 219
and it’s easy to manipulate the data. As your projects become more sophisticated and
complex, you will probably want to start using Microsoft Project or a similar project man-
agement program.
Let’s start by building the chart in the following manner. Across the top, we will put the
weeks needed to develop the game. At first, we aren’t going to actually know how many
are needed, but start at the left and begin numbering toward the right. We will assume that
each week contains five workdays. Down the left side of the chart we will list the listed
tasks (A–O).
Starting with task A, mark off how long it will take to complete the task. It is estimated
that task A, refining the design document, will take 5 days, or one workweek. So week 1 is
blocked off to show when task A begins and when it will be completed. For task B, we
noted that it could not be started until task A was complete. As a result, we can’t start it
until week 2. Since it will take two weeks, or 10 workdays, to complete it, both weeks 2 and
3 are blocked off. Continue to block off the time to complete each task, making sure that
you don’t start a task until the task upon which it is dependent has been completed. When
the chart has been completed, it will look similar to Figure 11.1.
Figure 11.1
A sample Gantt chart
There are at least two important things to pick up from looking at the chart. The first is
what is called the critical path, the shortest path to completion of the game. The second is
how to place the tasks in such a manner as to allow the work to be completed in the short-
est amount of time using the smallest number of assets.
220 Chapter 11 ■ Schedules and Budgets
Critical Path
Again, for our purposes we will define the critical path as the shortest path of tasks to com-
plete the game. As you know from the list of dependencies, some tasks of the game’s devel-
opment are dependent on other tasks being completed first. You can see those dependen-
cies as you look at the Gantt chart. Understanding these dependencies will allow you to
develop the game in the shortest amount of time. This means that not only does the game
get finished more quickly, but it also means that it will likely cost less to develop.
Here is what is meant by the shortest path. Notice that several of the tasks on the Gantt
chart are overlapping. For example, while the programmers are working on the user inter-
face engine, other programmers are working on general programming and gameplay.
Another way of completing the work would be to complete the user interface engine first
and then complete the general programming and gameplay. Obviously, the latter method
is not very efficient and would increase the time needed to complete the game. It is also
obvious that you cannot go to the opposite extreme and complete all tasks simultaneously
because some tasks are dependent on others. We want to find the shortest path and then
follow it during the development process. By adding up the periods of time associated with
each task in the critical path, we will also know how long it will take to complete the game.
Figure 11.2
Critical path highlighted by red arrows
Figure 11.2 shows the critical path for this project indicated by the red arrows. Regardless
of how the game tasks are scheduled, the game cannot be completed in less than 12 weeks.
Scheduling 221
You must understand that if any task in the critical path takes longer than what has been
allotted, it pushes the game’s completion off by an equal amount. For example, if task G,
general programming and gameplay, ends up taking 20 days instead of 15 days to com-
plete, then the completion date of the game has been automatically extended an addi-
tional 5 days. This is because task H, physics, cannot be started until task G is complete.
Task O, level design, cannot begin until the physics has been finished.
Scheduling
Now let’s build a development schedule for the project. With the tasks identified, depen-
dencies identified, and each task assigned an estimated development time, we can now
complete the schedule. The critical path becomes the foundation of the game’s develop-
ment schedule. Remember that the tasks along the critical path are dependent upon each
other and must be developed consecutively. As a result, the fastest way to complete the
game is to complete each task in the critical path in the shortest amount of time.
When the critical path is laid out in sequential order, you end up with something similar
to what is seen in Figure 11.3.
Figure 11.3
Scheduling the critical path
At a glance, you can see during which week a task should be started and finished. This is
a valuable tool during the scheduling process. Now the job at hand is to lay out the
remaining tasks. However, you can quickly see at least one of the issues involved with this
task by looking at the bolded tasks in Figure 11.4.
222 Chapter 11 ■ Schedules and Budgets
Figure 11.4
Overlapping tasks
Notice that tasks K, L, and M are all overlapping. This means that the projects can be
worked on and completed simultaneously. The problem with this is that all three are
audio related, and if you have only one audio engineer, it’s not going to happen simulta-
neously! If possible, we want to complete K, L, M, and N consecutively. The same applies
to all the different areas. We know that we can’t complete the project in less than 12 weeks,
so the key is to schedule all the remaining tasks in such a manner that you do not increase
the project’s development time but in such a way as to keep the assets required to devel-
op the project to the fewest possible. With that in mind, let’s look at Figure 11.5 to see how
we have filled in the remaining schedule.
Figure 11.5
Scheduling—all tasks included
Scheduling 223
Let’s look first at the audio/video related tasks. Remember, it was earlier noted that we
don’t want to complete K, L, M, and N simultaneously; rather we hope to do them con-
secutively. Notice, however, that the tasks are being completed with K first, L second, M
third, and N as the last task. Why? This sequence of completion shows you how impor-
tant it is to understand dependencies.
If you refer to the dependencies listed above, you see that K, L, and M are dependent only
on A. That means that any or all of the three can be started as soon as the design docu-
ment is complete. However, it you look further, D is dependent on K, and E is dependent
on L and M. This means, of course, that D cannot be started until K is complete, and E
cannot be started until both L and M are completed. Note that neither D nor E is part of
the critical path. However, it is very important to note that G, which is part of the critical
path, is dependent on both D and E! Notice that N, the video for the game, is dependent
on A, but nothing is dependent on it.
Can you begin to see what can happen when you start putting the schedule together?
Remember that when we determined the critical path using the Gantt chart, we simply
laid out the tasks to be completed as early as the tasks could be. Having done that, we could
then determine the critical path or those tasks that had to be scheduled consecutively to
complete the game in the shortest amount of time. With that accomplished, we went
about laying out the tasks on the schedule to develop the game using the fewest resources
or people possible. You must be extremely careful at this point to make sure that you don’t
accidentally extend the development time of the game.
For example, look at Figure 11.6 to see what would have happened if we had decided to
complete N before finishing any of the other three audio/video tasks.
Figure 11.6
Scheduling errors
If we had inadvertently put together a schedule like this, at the beginning of week 7 we
would have wanted to go jump in the lake! One important dependency has been over-
looked in the above schedule. Task G cannot begin until E is complete. Consequently,
Figure 11.6 is not a valid schedule. Rather, it should look like Figure 11.7.
224 Chapter 11 ■ Schedules and Budgets
Figure 11.7
Scheduling a development extension
Since E is not scheduled to be completed until the end of week 9, G cannot begin until
week 10, and the game’s earliest completion date has been pushed off until the end of
week 16 instead of week 12. Obviously, such an error in scheduling would probably have
a catastrophic effect on the financial viability of the company and could easily result in the
game not being completed.
It is very important that, after you have determined the critical path of the game, you don’t
mess it up when you start filling in the blanks of the development schedule! With that in
mind, let’s take a look at Figure 11.8 to see the schedule with a little color added to it.
Figure 11.8
Scheduling tasks by workgroup
In Figure 11.8 we have added color to the tasks to indicate which workgroup will be
responsible for completing each task. If each task were to be completed by one person, we
could easily determine the manpower requirements for the project. Since I and J will be
completed consecutively, it will take one artist seven weeks to complete the required work.
According to the schedule, only one audio engineer will be needed for the development
project. However, with the schedule laid out in color, we can see that there is a three-week
gap between the audio engineer’s third and fourth tasks. Unless there is a special reason
for this, it would be better to schedule N to begin during the fifth week rather than the
eighth week. We’ll correct that. Finally, when looking at the programming tasks, we see
that we will not be able to complete the game with only one programmer unless we’re
willing to push the development time of the game out an additional three weeks. If we are
Budgeting 225
to complete the game in the shortest amount of time, then we will need two programmers
during weeks 5–8. With that in mind, Figure 11.9 will be the project schedule used to
complete the game.
Figure 11.9
The final schedule
You may be asking yourself if you really need to go through all this for the game you are
designing. The answer is “Yes, you should!” While you might easily get around it for the
size of the project you are developing, this is the time to learn how to do it right. You can
easily see how complex it can be and will become as your development projects become
more and more sophisticated.
Budgeting
Now that we have the development schedule, let’s figure out the budget for the game.
Again, for the purposes of this project, we’re going to keep this pretty simple. But with
what you learn here, you will understand how to handle the budget as your projects grow
in complexity.
Again, this is a very simple spreadsheet, and you can make it as sophisticated and complex
as you want. On the other hand, a simple spreadsheet like this is very useful and is gener-
ally sufficient for even large development projects. Also, please realize that all the figures
in this spreadsheet are fictitious.
Figure 11.10
A sample spreadsheet
Let’s concentrate for a few minutes on the top half of the spreadsheet, as shown in Figure 11.11.
Figure 11.11
Cost centers
Budgeting 227
In the first column of the spreadsheet, each of the cost centers has been listed. These are
the groups that are going to cost money to develop the game. Note that testing has been
added to the group. It was left out of the schedule for simplicity’s sake, but it definitely
costs money to test the game, and we’ll include it in these figures.
Along the top of the spreadsheet are several different areas. The first area is Days, mean-
ing the number of days for this cost center to complete the work scheduled. This will be
discussed in more detail later.
The next column is Hours. This is a simple computation changing the number of days to
the number of hours. For example, design is suppose to take 5 days to complete. This means
that if you work 5 days with 8 hours in each workday, you will have worked 40 hours.
The next column is Direct Labor. Again, this is a computation in which the number of
hours worked is multiplied by the hourly amount you are paying this group. For example,
if you are paying the programmers $10.00 per hour (I wish!), then the computation is 560
hours ⫻ $10 = $5,600.00 Additionally, if you’re covered by your parents’ health insurance
now, you don’t have to include it in the Direct Labor, also known as payroll related
expenses, but the time will come when you’ll need to include it and several other items in
this area. For our example, we have limited Direct Labor to hourly wages.
In the next column, the one-time equipment costs that you might have are computed.
This will be explained in greater detail later, so don’t worry about it now. Just understand
that with many projects, there will be additional equipment—hardware, software, audio
and video equipment—that must be purchased to complete the project. You need to
account for that in your budget. This is where that occurs.
Fixed Costs, the next column, is where you account for the overhead involved. If you’re
developing the game in the basement of your parents’ home, then your overhead will
probably be minimal, but over time it will increase. Included in the overhead are rent or
lease, utilities, office supplies, maintenance and repairs, telephone, postage and mailing
costs, and so forth that are necessary for you to run the business.
The Total Costs column simply adds all the preceding sums together.
The final column is With Profit. This is only necessary if you are a “for profit” type of per-
son. This is where you build in your desired profit margin. You will see how to make
adjustments in the column a little later in this chapter.
However, this is probably a good time to discuss profit. In the spreadsheet, you can sub-
tract Total Costs from With Profit and determine that there is $6,383.75 built in for prof-
it. You must understand that this doesn’t mean that you will have that much in profit at
the end of the project. It only means that if you complete the game exactly the way you
have scheduled and budgeted for it, you will end up with that much profit. On the other
hand, if it takes longer to develop than what you have budgeted, the profit will evaporate.
228 Chapter 11 ■ Schedules and Budgets
Now, the opposite is also true. If you are fortunate enough to complete the project ahead
of schedule and budget, the profit for the project will be more than you anticipated. Keep
in mind that the former situation is more often the case than the latter!
Do you begin to see now how important it is to be as accurate as you can be in building
the schedule? You must be as brutally honest with each other as you can. Now is not the
time to think you can do something in 15 days when you know deep down that it will take
you 25 days.
Obviously, when building a schedule and budget it is better to err on the conservative side.
Don’t cut yourself short.
I want to say one last thing on this subject. As you can see, if you are off a little on your
schedule and it ends up taking a little more time to develop the game than you budgeted,
you can take that out of the profit and still make all your payments. That is nice. But, as a
company, you can’t afford to do that for very long or on too many projects or you will still
end up out of business. Companies need to profit to grow and develop. If you keep spend-
ing the profit to complete the game, then you need to adjust your schedule and budget to
make sure it doesn’t happen in the future.
Easy Adjustments
Now let’s look at the bottom half of the spreadsheet as shown in Figure 11.12. This is technique
and is provided simply to show how you can make easy adjustments to your spreadsheet.
Figure 11.12
Spreadsheet techniques
In Figure 11.12, the spreadsheet cells highlighted in yellow are those that are most easily
used to make adjustments to the budget. Because of the manner in which the spreadsheet
is created, it is easy to do “what if ” checks and make changes as conditions change.
Budgeting 229
Under the Hourly Wage column, you indicate what you are paying each category. If you
have only one person in a category, it’s easy. If you have more than one, you need to aver-
age the pay. For example, if you have only one programmer, then the $10.00 indicates that
is what you are paying the programmer as an hourly wage. On the other hand, if you have
two programmers, and you are paying one $12.00 and the other only $8.00, you would
average the two wages together and arrive at $10.00. Obviously, this would assume that
both programmers work about the same number of hours a day. If you have programmers
making different hourly amounts and one or more are part-time, then you will need to
weight the average to accurately indicate the average hourly wage. Of course, you would
build these calculations into your spreadsheet as your needs increase.
The # Needing Equipment column is where you indicate how many persons need equip-
ment, such as a new computer with associated software. Then you indicate how much
such a system costs in the next column, Average Cost of Equipment with Software. Of
course, when you put in these figures, remember to add all the incidentals, such as a
mouse, a specialized keyboard, monitors, software, and so on.
Finally, the last two cells in which you can make changes are the Fixed Cost % and Desired
Profit %. As described previously, you will have to determine the fixed costs of your busi-
ness. In this example, it was determined that the fixed costs equal the direct labor costs.
With the desired profit
margin, you have to
decide what you want
and how much the mar-
ket will bear. In this
example, a 25% profit
margin is used.
The yellow cells indicate the areas in which you should put in data. The other cells with
numbers are where the information is displayed that will be useful to you. The first thing
to do after creating the spreadsheet is to determine what goes in the bottom half of the
spreadsheet that generally won’t change too much from project to project, such as hourly
wages, average cost of equipment with software, fixed cost percentage, and desired profit
%. Then determine what equipment will be required for this project and add it to the cor-
responding cells in the Equipment column.
With that done, it’s time to add the final numbers to the top half of the spreadsheet and
see what it will cost to develop the game. Let’s take the schedule used earlier in the chap-
ter which is laid out by the cost center that will accomplish each task (see Figure 11.14).
Figure 11.14
Scheduling by cost center
Start by adding up the weeks needed by each group to complete all the tasks for that group
and put that number in the corresponding cell of the spreadsheet. For example, it will take
the artist seven weeks to complete tasks I and J. With five workdays to the week, it will take
35 days for the artist to complete the artwork (7 ⫻ 5 = 35). Then you put 35 into the cor-
rect cell.
If you have correctly put the formulas in the spreadsheet, the answers in the other
columns will be automatically computed. For example, look at Figure 11.15, the
Programming line of the spreadsheet.
Figure 11.15
Programming figures
Summary 231
It was determined in the schedule that the programmers would need 70 days to complete
their tasks. Seventy days equates to 560 hours, and at an hourly wage of $10 per hour, the
direct labor costs will be $5,600.00. As indicated in the lower half of the spreadsheet, one
programmer needs equipment at a cost of $1,875.00, and the fixed costs will be $5,600.00
for the programmers. When the labor, equipment, and fixed costs for the programmers
are added together, we arrive at a total cost of $13,075.00. When the 25 percent profit mar-
gin is added, we now know that our budget for programming is $16,343.75.
Figure 11.16 shows the Totals row and the final summations of these numbers when this
is done for each cost center that we have designated.
Figure 11.16
Budget totals
You can see that the cost of labor will be $11,080.00 for this project. Additionally, $3,375.00
will be spent on equipment, and $11,080.00 will be needed for fixed costs. With a 25 per-
cent profit margin added, you will need $31,918.75 to develop this game, based on the
schedule that has been put together. If you’re a teenager reading this chapter, the figures
that were used may have scared you! Hopefully, you won’t let them bother you. While it is
important that you understand scheduling and budgeting, there are things, in the begin-
ning, you won’t be concerned about and ways to work around other things. For example,
if you and your buddies are building the game together, you probably are not paying your-
selves or thinking about profit. Additionally, as a student you may be able to purchase soft-
ware and hardware at a student’s discount which will reduce your costs significantly.
Summary
Following the critical path will result in completing the game in the shortest amount of
time. Carefully scheduling the remaining tasks will help you complete the game with the
fewest resources. Of course, extreme care must be taken to allot sufficient time to each task.
The actual budgeting is greatly simplified by using a spreadsheet. The positive correlation
between scheduling and budgeting requires that you be as accurate as possible when
scheduling, or you will not know how much it will cost to develop the game.
232 Chapter 11 ■ Schedules and Budgets
Most people would agree that the scheduling and budgeting part of game development is
the least exciting aspect—especially when you’re working by yourself or with some of your
friends. On the other hand, you can see how important both items are and how complex
they can become as a project’s sophistication grows. As your game designing develops into
a business, scheduling and budgeting will take on a whole new meaning of importance.
Learning and mastering these two tasks is part of being a good designer.
Chapter 12
Special Considerations
G
ame designs differ widely, depending on the type of game. This chapter will take
a look at several different types of games and the important design elements need-
ed for each one.
By now you should have a good understanding of game design documents and many of
the elements that go into making a great game design. Now it is time to take a closer look
at different types of games and how the type affects the design document. We can’t cover
every genre because there are just too many, and new ones are being conceived every day.
Your game might not fit into any genre, but by looking at a variety of different types here,
you should gain an understanding of how to adapt your document. We will cover the fol-
lowing game types in this chapter :
■ Puzzle
■ Platform
■ Adventure
■ Racing
■ Fighting
■ Sports
■ Real-time strategy
■ Turn-based strategy
■ Shooters
■ Simulations
■ Role playing
■ Massive multiplayer online
233
234 Chapter 12 ■ Special Considerations
Each genre has elements that are unique and important for that genre. For example, a
fighting game will focus very heavily on character animation, while a racing game may
have little or no character animation. A good game designer will recognize the unique and
important elements for the genre and move those to the front of the document so that the
reader will see the critical information right away.
Puzzle
A puzzle is an activity designed to test the player’s ingenuity. You are probably familiar
with physical puzzles such as jigsaw puzzles or Rubik’s cubes. You may have played word
puzzle games such as word search or crossword puzzles. In computer games, a puzzle
game is one that focuses on problem solving. You might say that all games have problem
solving, and that is true. Puzzle games are more focused on pure problem solving and are
not as likely to have stories, characters, or plots.
When you are designing a puzzle game, the puzzle is the important aspect of the game.
The first question a reader will ask when looking at a puzzle game design, as seen in Figure
12.1, is “What is the puzzle and why is it fun to solve the puzzle?” The design document
should have a clear and compelling example early in the document of what the puzzle is
and how it is played.
Figure 12.1
The most important issues in puzzle games are the puzzle activity and why it is fun.
Puzzle 235
As with any design document, the sooner the designer can get the reader to imagine play-
ing the game, the better the document will be received. Pictures are a great way to present
a puzzle game to the reader in a game design document. Showing pictures of the game
early in the document will help to communicate the idea of the game to the reader. Figure
12.2 shows a screen shot from a picture puzzle game. The object of the game is to remove
blocks to identify the picture beneath.
Figure 12.2
Use picture examples to show how a game is played.
The picture shows clearly what the game looks like. The picture can then be used to
explain the gameplay. In this case the player rolls the dice to get potential game pieces that
can be removed from the puzzle board to the right. Without the picture the concept would
be more difficult to explain. With the picture it becomes much easier.
Not all puzzles are visual in nature. The puzzle may be in the sound rather than the pic-
tures. For example, maybe the puzzle is in a song or a series of musical notes. Maybe the
puzzle is in an audio question or riddle posed to the player. In these cases, a picture may
not be very effective in communicating the concept of the puzzle to the reader. A written
description may work better. If the document is electronic, sound files can be attached to
the document to show how the puzzle will work.
Some games have multiple puzzles instead of just one. When dealing with multiple puz-
zles, the design document should show clearly a list of the puzzles in the front of the doc-
ument and later define each puzzle for the reader. If the game is tied together so that each
236 Chapter 12 ■ Special Considerations
puzzle is part of a specific sequence of events or all have a specific theme, those ideas
should be brought out early so that the reader understands them prior to reading about
the individual puzzles.
Sometimes puzzle games are subsets of other games. The game may be an adventure game
where access to certain areas is dependent on solving a puzzle of some kind. In these
games, the puzzle aspect of the game takes a back seat to the overall game. The puzzle ele-
ments should be well defined and in separate sections so that the reader has easy access to
them. A good example of using puzzles in an action game is the Zelda games.
The key to communication in a design document for a puzzle game is to give the reader a
good understanding of what the puzzle is and how it is fun.
Platform
Platform games are one of the oldest genres in the industry. A platform game is a
character-based game in which the player controls a character through what is basically
an obstacle course. They derive their name from the old practice of placing characters on
platforms within a world, as shown in Figure 12.3.
Figure 12.3
Platform games get their name from the old practice of placing characters on platforms.
A platform game is a skill-based navigation game. The navigation of the world is central
to the platform game; therefore, level design is a critical factor. The other aspect of the
game that is very important is the attributes of the character, as shown in Figure 12.4.
Platform 237
Figure 12.4
Level design and character attributes are the two most important issues in
platform games.
There are, of course, many other issues that you will have to deal with in creating a plat-
form game design, but these two issues are central to the game and should be given a posi-
tion of prominence in the design document. The best way to handle each is to combine
good descriptive text with some level layouts and attribute charts. Figure 12.5 shows a
sample level layout of a platform game. The dotted line indicates the path of the charac-
ter to navigate this part of the level.
238 Chapter 12 ■ Special Considerations
Figure 12.5
The level layout is a good way to communicate the level design.
Not all platform games are pure platformers. Some have elements of puzzle games, and
some have elements of shooters.
In the early days of games, platform games were all side-view games. Now the platform
game has gone to 3D, like many other games. Regardless of whether the game is 2D or 3D,
the principle of controlling a character through an environment still applies.
Adventure
An adventure game is a story-based game. The player plays the part of a character as a
story unfolds. The way the story unfolds is partly up to the player and partly up to the
events of the game. Of all game types, adventure games have more to do with storytelling
than any other type does. The story is at the heart of the adventure game. Other impor-
tant aspects of an adventure game are the characters and the game progression, as shown
in Figure 12.6.
Adventure 239
Figure 12.6
Story and setting, characters, and game progression are important to adventure
games.
In an adventure game, the player lives a story. A good adventure game will immerse the
player in the plot of the story to the point that the player becomes emotionally involved
in the outcome. When designing an adventure game, you should include enough of the
story to get the reader’s attention early in the document. The full story of the game will
most likely be lengthy, so place only a synopsis at the beginning of the document.
A good way to get the reader involved in an adventure game is to describe a particularly
interesting sequence in the game as a game walkthrough. A game walkthrough is a one-
or two-page description of events as if someone were actually playing the game. The fol-
lowing is an example of a game walkthrough.
240 Chapter 12 ■ Special Considerations
Jennifer was out of breath when she reached the cabin. She could hear the crea-
tures out there searching for her in the night. She knew she didn’t have much time
before they picked up her scent.
The old man had told her that the only safe place he knew in the valley was the
cabin. So far his advice had saved her on several occasions. She hoped that her
luck would continue to hold. She ran swiftly across the clearing to the cabin
porch.
As she approached the cabin, she heard a howl not far away. The creatures had
found her scent. They would be here soon.
Not willing to make a sound with the approaching pack of wolf creatures in the
woods, she cautiously mounted the steps and approached the door. To her dis-
may, the door was locked.
There was only one door and one window that she could see, and the window was
barred. She tried pulling on the door to see if it was just stuck, but it didn’t budge.
She could hear the wolf creatures approaching. She knew she didn’t have much
time. She had seen the wolf creatures tear apart two of her companions earlier
that day. She had escaped only because Tom, her last companion, had held them
at bay with his knife while she ran in search of help. Unfortunately, she had got-
ten lost in the woods. She had no idea what had happened to Tom, but she feared
the worst.
She heard a faint noise. It sounded like it was coming from the cabin. Maybe
someone was inside and had locked the door. Should she knock? She didn’t know.
She heard a rustling at the edge of the clearing. The wolf creatures had ringed the
cabin and were starting to approach. They moved cautiously, their hatred-filled
eyes darting from side to side as if afraid of the place.
She had no choice now. It was either get in the cabin or die, the victim of these
demons in wolf form. Panic-stricken, she pounded on the door and called to
whomever was inside for help.
She didn’t hear anything from inside the cabin. The wolf creatures were becom-
ing bolder; they were just a few yards away. She screamed at the door and pulled
at it with all her strength.
Then she heard footsteps from within. A latch clicked, and the door opened. She
fell inside and the door closed. It was dark inside. She couldn’t see anything except
dark silhouettes of shapes that could be anything.
Racing 241
The footsteps retreated and she heard a match strike and saw someone light a
lamp. It was the old man she had talked to at the service station. He had been the
one who had warned her about the valley and told her about the cabin. Relief and
confusion flooded her mind as she climbed back to her feet. He was smiling?
“The beasts shan’t have you tonight,” he said as he set the lamp on the table, giv-
ing light to the small interior of the cabin. “They fear the cabin.”
The old man walked across the room to the table. “We are so pleased that you
could join us,” he said.
She noticed that there were three other figures sitting motionless at the table. Ice
filled her veins as she realized who they were. There sat Tom, Susan, and Paul—
or rather, what was left of them after the wolf creatures had torn and ripped them.
They were obviously dead, yet they sat there as if animated by some evil power.
“I warned you about this valley,” the old man said as he sat at the table. He looked
different now somehow. Instead of the kind, benevolent old man, there was a look
of triumphant evil on his face.
“Won’t you have a seat?” he said, pointing to an empty chair by the table. “It has
been a long time since we had a living guest.”
This tells only a small part of the game story, but it gives the reader enough information
to get a feel for the type of adventure the game will hold. The game obviously is a horror
adventure game. Placing text like this at the beginning of the design document will help
the reader understand the game and get involved in the story.
The other major aspects that are important to adventure games are characters and game
progression. The design document should emphasize good character design with well-
written descriptions and illustrations of each of the main characters in the game. In addi-
tion, the design should contain a chart that shows how the character progresses through
the game. All of these items should be placed prominently in the document so that the
reader can find them easily.
Racing
Racing games are performance games that have as their main theme competitive course
navigation against opponents. They are fast paced, and the difference between winning
and losing is sometimes a fraction of a second. The key ingredients of a racing game are
the vehicles, the courses, and the control, as shown in Figure 12.7.
242 Chapter 12 ■ Special Considerations
Figure 12.7
The key ingredients of a racing game are the vehicles, the course, and the
control.
A big issue to a lot of racing game fans is the vehicles in the game. They want to know
what they can expect to drive or use in the game and what unique features each vehicle
will have. You can treat vehicle design in a racing game in much the same way that you
treat character design in other games. Each vehicle should have an illustration with the
vehicle’s features labeled and a concise description.
Another key factor in the design of a racing game is the courses. Each course should have
both a layout and a description of any unique factors relating to the course. Figure 12.8
shows a couple of example racecourse design illustrations.
Fighting 243
Figure 12.8
Racecourse design is a central element in racing game design.
The vehicle control is perhaps the most important aspect of racing games, but it is the
hardest to show. Control is a matter of both the interface system and the physics simula-
tor in the game. Both are hard to describe in a game design document. You can say that
the game will have the greatest physics anywhere, and you will be just like every other rac-
ing game designer. That is why most publishers will not look at racing game designs unless
they are accompanied by a game demo.
In the game demo, the designer can work with the programmers to show how the game
performs. If you want to design a racing game, you will need to consider building a demo
that shows how your game will perform. You may need some help here. A game demo is
not an easy thing to build.
Fighting
A fighting game is generally defined as a game that focuses on the individual fighting skills
of characters in the game as they combat other individual opponents. Like racing games,
they are performance games in which control is a vital issue. The three most important
issues for fighting game design are the fighters, the arenas, and the game control, as shown
in Figure 12.9.
244 Chapter 12 ■ Special Considerations
Figure 12.9
The fighters, the arenas, and the game control are important ingredients in
fighting games.
Fighting games are about close personal combat, so the characters in a fighting game are
central to its success. Character design in fighting games needs to be a lot more detailed
than in other types of games. The character design is not just about how the character
looks but about how the character fights, as well. In addition to character illustrations, the
design should contain sketches of the characters’ special moves and fighting styles. Figure
12.10 shows a sample animation design for a jumping spin move.
Sports 245
Figure 12.10
Animation design sketches are good to have in a fighting game design.
The arenas are also important in fighting game design. Many games have interactive are-
nas, which are becoming the standard for fighting games. An interactive arena is an envi-
ronment where the player can pick up objects and use them in the game or where ele-
ments in the environment present hazards to the players. An example of this is an arena
where the two combatants are fighting on a catwalk high above molten steel in a manu-
facturing plant.
As in racing games, game control is very important in fighting games. The control of the
characters is vital to a good fighting game. Unlike a racing game, there are elements of
fighting game control that can be part of the game design document.
Most fighting games have special button press sequences called combos that control the
character’s actions. These combos are a vital part of the game. When creating a design for
a fighting game, you should create a chart that has all the combos for the game. This chart
should be a prominent part of the game design document.
Sports
Sports titles cover a vast array of games, from traditional sports such as football, basket-
ball, and tennis to less-traditional sports such as skateboarding and sky surfing. Because
the rules for most sports games are well defined and understood by the players, sports
games rely on other game elements to compete with each other. Some of the most promi-
nent of these are the game graphics, the game features, and the player control, as shown
in Figure 12.11.
246 Chapter 12 ■ Special Considerations
Figure 12.11
Sports games rely heavily on graphics, features, and player control.
Game graphics have become a very dominant factor in sports games. Many sports games are
pushing the limits of the game systems to create some of the most amazing game graphics
in the industry. At first glance, some games look like a video of a real game. With this kind
of competition, any design document for a sports title needs to have some great graphics.
Game features are a key area of interest in sports games. Feature sets include items such
as the number of statistics the game tracks, the number of teams, play editors, character
editors, and many others. A feature might also be a license to use a famous sports brand.
When you create a sports game design, you should include a game feature list. This is a list
of game features in bold type and a short description of the feature in normal type.
Feature lists make it easy for the reader to see what the game will contain without having
to wade through a mountain of text.
Player control is also an important part of sports games. In games such as skateboarding
or tennis, there is only one person to control, so those games are similar to many others.
Other sports games, such as football or soccer, have large teams of players. The game has
to have a way to control individual team members while at the same time controlling the
rest of the team. Most of the time team control is in what is called a playbook. A playbook
contains plans for how a team will work together.
Real-Time Strategy 247
The most obvious use of a playbook is in football games. In a football game, there is a
break in the action so that the teams can set up plays. In a video game, the player sets up
plays using a playbook. If the game you are designing has plays to control the team’s
actions, then the playbook should take a prominent role in the game design document.
Even if the game is not a team-based game, player control is still important to the success
of a sports game. Just as in real sports, timing in sports games can mean the difference
between winning the game or being a loser. If the game is difficult to control, players will
become frustrated. Player control should be explained in the design document, but you
may need to build a demo to show how it will work in the game.
Real-Time Strategy
Real-time strategy games are those in which the player controls multiple units to beat his
opponents strategically. Real-time means that everything in the game is happening inde-
pendently, similar to how things happen in life. When it is a multiplayer game, you are
working on your base while I am working on mine. If we attack each other, someone else
may come in and attack us both. The important elements of real-time strategy games are
the command system, the units, and artificial intelligence, as shown in Figure 12.12.
Figure 12.12
Real-time strategy games focus on the command system, the
units, and artificial intelligence.
248 Chapter 12 ■ Special Considerations
The command system is the way the player controls a large number of units. Some real-
time strategy games may have hundreds of individual units. The player needs to be able
to control what each unit is doing in the game. Designing a good control system is a real
art form. If the player has to control every unit individually, the whole game can become
tedious. The best real-time strategy games have a way of giving group commands to large
numbers of units. This system for giving commands should be an integral part of the
design document.
Units are very important to the real-time strategy player. Each unit in the game will have
a specific ability. Some very powerful units will take a long time to build and have a high
value in the game because of some special ability. Each unit needs to be balanced against
other units controlled by the other players. This brings up a very complex system that
needs to be explained in the design document. The best way to explain the system is to
create a chart that shows each unit and what the unit does. The chart should also show
how each unit counters an ability of an opposing unit. In this way, the reader can tell at a
glance that each unit in the design has a clear reason for being in the game.
Real-time strategy games require that the player control many individual units. Some
games have hundreds of units. It would be impossible to control every move of that many
units. The solution for control of multiple units is to give individual units intelligent
actions. In other words, if an enemy approaches a unit, it will react to the approach in a
predictable manner.
Creating intelligence in a game unit is part of the game’s overall artificial intelligence.
Artificial intelligence is an important aspect of real-time strategy games. It needs to be
explained in the design document so that the reader will know how each unit’s actions will
be determined. Will a unit always fight when attacked even when facing overwhelming
odds? Will there be some determination of moral or strategic advantage? Can the player
have some control over the orders for each unit?
The best way to show unit intelligence is to create a chart in the design document that
shows unit by unit how each reacts to a given threat or encounter.
Turn-Based Strategy
A turn-based strategy game is one in which the players take turns in their moves. Chess is
a prime example of a turn-based strategy game, as shown in Figure 12.13. There are two
players who take turns moving play pieces on a board. The time it takes to make a move
usually is not limited. Some games of chess may take hours to make a single move because
the player is carefully weighing every option and even planning several moves in advance.
Turn-Based Strategy 249
Figure 12.13
Chess is a turn-based strategy game. Copyright 2004 Corel Corp.
Turn-based strategy games are much more deliberate than real-time strategy games, but
there are many similarities. The important aspects to consider when creating a game
design for a turn-based strategy game are the terrain or play board, the unit abilities, and
the opponent, as shown in Figure 12.14
In chess the game board is a flat surface with a grid of squares. The board makes up the
play area of the game and controls the movement options of the players. The same thing
is true for other turn-based games, but rather than a flat board with a grid of squares,
there may be actual terrain with obstacles such as water or buildings. The navigation of
the terrain is a key factor in the game. The game design should show detailed layouts of
the terrain and explain the challenging features in each layout.
In chess the unit’s abilities are primarily in how they each can move on the game board.
Other strategy games may have other abilities such as combat abilities or defense abilities.
The abilities of each unit have a great effect on the strategy of the game. The game design
should contain a chart showing each unit and any abilities of the unit.
250 Chapter 12 ■ Special Considerations
Figure 12.14
Important aspects of turn-based strategy games are the terrain or
game board, the unit abilities, and the opponent.
In turn-based strategy games, the player has time to control multiple units. Because the
player controls each unit, it becomes very important that the intelligence of the player’s
opponent be challenging. This is true only when the player is in a single-player game
against an artificial opponent. (The selection of real player opponents is up to the player,
and the game designer has little say in whom the player chooses to play against.) The
Shooters 251
design document needs to state clearly how artificial players will be implemented and how
they will challenge the player throughout the game. As the player’s skill level in the game
improves, the level of challenge needs to improve as well.
Shooters
Shooters are games in which the player controls one character or vehicle and tries to elim-
inate other players or characters by use of projectile weapons. One of the first shooters was
a game called Asteroids, in which the player had a spaceship in an asteroid field. The object
of the game was to destroy asteroids by blasting them apart. The player had to blast aster-
oids while trying not to get hit by any flying pieces from the asteroids.
Asteroids was a flat 2D game. Now almost all shooters are 3D games. Some of the best-
known shooters are from a first-person perspective, where the player is looking out of the
eyes of his player character. These games are aptly called first-person shooters. Other shoot-
ers put the player in a third-person perspective, so that the player sees the character or
vehicle onscreen. These games are often called third-person shooters. In either case, the
important issues are the weapons, the terrain, and the enemies, as shown in Figure 12.15.
Figure 12.15
The critical factors in a shooter are the weapons, the terrain, and
the enemies.
252 Chapter 12 ■ Special Considerations
Weapons in shooters are important because they are usually the way the player advances
in the game. Most shooters start out with simple weapons that have very limited fire-
power. As the player progresses in the game, more powerful weapons are obtained, giving
the player the ability to go up against more powerful opponents. The game designer
should pay close attention to the weapons in the game. Not only are the weapon’s capa-
bilities important, but where the weapon is placed in the level is also important. Each
weapon should have an illustration with a description similar to a character design. The
location of each weapon should be part of the level layouts.
The terrain is also an important aspect of shooters. Some games make great use of cover
where the player can find protection from enemies. In addition, levels may have areas that
are difficult to reach because they contain well-guarded stashes of weapons or ammuni-
tion. The layout of the terrain can have a huge impact on the game. The designer should
create detailed level layouts with explanations for why the level is in the game. Each level
should have a purpose, even if it is just to test the player’s skills.
Enemies are important to shooters because they represent the challenge in the game. There
may be some navigation issues in shooters, but the primary focus of the game is on finding
and destroying opponents. Some games are totally geared toward players playing against
each other. It is almost always more fun to play against a real opponent, because a real oppo-
nent can be more creative than computer game intelligence. That said, almost all games are
based on some level of individual play where the player squares off against computer-
controlled opponents. If the game design calls for any single-player play, it needs to detail
how the enemies will be controlled and placed in the game. An enemy attribute and place-
ment chart is usually the best way to communicate this information in a game design
document.
Simulations
A simulation is a game that tries to approximate the feel of actual life as closely as possi-
ble. Simulators were some of the first computer games, although they were not thought of
as games at the time. Simulators were first used in training. Some of the first simulators
were flight simulators. It was much less dangerous and expensive to train new pilots in
simulators than it was to have them crash in real life. The simulator also had the advan-
tage of control over events, so new pilots could experience extreme conditions that they
might not encounter in normal day-to-day flying. Even though they were not thought of
as games, it didn’t take long before people realized that simulators had many of the same
elements as games, and they made the jump to entertainment.
From that early time of flight simulators, this type of game has grown to include almost
every activity in life—from hunting to racing and from sports to raising a family. Almost
every genre of game mentioned in this chapter and more have games that are very much
oriented toward simulation. This makes it harder to define simulators, but it is
Simulations 253
important that the game designer understand the unique aspects of simulators as opposed
to other games. These aspects are realism and controls, as shown in Figure 12.16.
Figure 12.16
Realism and controls are of great significance in simulations.
The whole idea of a simulator is to make the experience of playing the game as close to
reality as possible. The simulator is successful when the player feels like he is actually fly-
ing the jet or swinging the golf club. The magic of a simulator is that there is a real sense
of accomplishment, even though the player is only playing a game, because the game is
closely mimicking a real-world event. Unlike other games, simulators can have a strong
impact on a player performing a task well in real life. To be effective in mimicking a real-
world event, a simulator must be as true to the actual event as possible.
When designing a simulator, you have to communicate how you will be making the game
as close to real life as possible. The realism has to extend to more than just technical accu-
racy. It also must be in the presentation as well. This includes the graphics and sound of
the game. The more realistic the graphics look, the more likely the player will be to feel
like he is actually doing what the simulator is simulating. If any part of the game looks or
feels fake, the whole game can be put in jeopardy.
254 Chapter 12 ■ Special Considerations
While making a game feel real is not easy to put in a design document, you have to indi-
cate how you intend to make the game feel real. A game demo may be your best option,
but if you don’t have the resources to create a demo, the next best thing is to explain how
you intend to create the feeling of realism. For example, if you want to create a flight sim-
ulator, you can include in the document extensive information about the aircraft and, for
example, that you will be using a pilot as a consultant. Often you will find that profes-
sional friends are happy to help you build accuracy into your games.
When designing a simulation game, it is vital to have the controls as similar to the real
thing as possible. Some games go so far as to build physical controls that mimic the actu-
al controls used in the vehicle or aircraft. Some games even have hydraulic systems to sim-
ulate the movement of the craft. Most of these simulators are found in video arcades
because they are very expensive for a game player to purchase.
In a PC game, the standard control is a keyboard and a mouse. Neither of these tools is a
good choice when creating a racing simulation. The challenge to the game designer in
designing a simulation is to find a way to get the game’s control system to feel right even
though it is very dissimilar to the actual controls.
Role Playing
Role playing games are those in which the player takes on the role of a character and
develops the character throughout the game. The character becomes the central element
of the game for the player. Unlike adventure games where the player also takes on the role
of a character in the game, role playing games are focused on the character first and the
story second. In fact, the character may continue from one game to the next. For exam-
ple, the character may advance from the first game to the second game in a series of
games.
Role playing games are best known in the area of fantasy to the point that most people
equate role playing games with fantasy games. They are often referred to as FRPs, which
stands for fantasy role playing. Role playing, however, extends beyond fantasy into many
other types of games, including science fiction, war, sports, and racing. In fact, many
games have role playing elements even if they are not pure role playing games.
Obviously, when dealing with a design for a role playing game, character progression is of
primary importance. In addition to the character, the other elements that need to
be addressed are the world or game environment and the game graphics, as shown in
Figure 12.17.
Role Playing 255
Figure 12.17
The world, the graphics, and character progression are very impor-
tant in role playing games.
Character progression is the system by which a character advances in skills and attributes
during the course of a game. Character advancement is usually defined by levels, and in
most role playing games a character will have a set number of levels of advancement. With
each level of advancement, the character improves. Depending on the game, that
improvement might be in any number of areas, including strength, health, weapon skill,
spell casting, dexterity, and so on.
It is important in the design document to spell out clearly how characters advance. If the
game includes more than one type of character class, then the advancement of each class
needs to be charted. The chart should include each character class and the number of lev-
els of advancement. It should also include the effect of each level advancement on the
character in every area that changes with the advancement.
The reason graphics are included on the list of important items for role playing games is
the amount of competition in that area. Role playing games are among the most popular
games to develop within the development community. Because they are so popular, the
level of competition is quite high. One way to make a game stand out from other games
256 Chapter 12 ■ Special Considerations
is to have better graphics. Thus, role playing games are some of the most beautiful and
graphically intense games on the market.
The third area that needs to be addressed in a design document is the game world. The
game world includes much more than the terrain. It includes the creatures, characters, and
everything else that affects the lives of the characters in the game. The game world is
important because many players base their purchase of a game on whether they like the
world. The design document needs to give the reader a good feel for the game world. It
needs to illustrate the environments and include written descriptions of the places and
characters in the world. In a lot of ways, it is a geography book of the game world, just like
the geography books you study in school.
Figure 12.18
Character progression, game world, and game community are very important
to massive multiplayer online games.
A game factor that is unique to massive multiplayer online games is the game communi-
ty. The game community is the way players interact with each other in the game. It is not
something that can be strictly controlled, but it is something that needs to be designed.
You have to design the interaction of players in a way that encourages new players to enter
the game while still giving long-time players a chance to live in the same world. Older
players beating up on the new players ruins many games. You have to design game systems
that help both older and newer players to work together.
Summary
This chapter has been a quick look at different types of games and the important design
considerations for each. This is admittedly a subjective topic. The magic of your design may
not be in the areas mentioned in this chapter. Your design is still valid, but you should con-
sider each of the areas mentioned in the chapter for the game you are working to create.
Some argument may be made for the importance of elements not included in this chap-
ter. These arguments are valid because everyone will look for the parts of the design that
are most important to them. What you need to do as a game designer is take a good hard
look at the game you are designing and determine the most important aspects of the
game. Once you know what is important, it is easy to set up the document to reflect the
important areas.
Designing a video game takes a lot of work and effort, but it is a rewarding and fulfilling
job. The game designer plays a pivotal role in the development of new and better games.
If you have enjoyed reading this book and developing game designs, you should continue
your studies and work on some game designs of your own. The industry needs great game
designers.
Appendix A
Design Document
Design Document
by
Alpine Studios
Copyright © 2004 by Alpine Studios, Inc.
Version 1.0
August 23, 2004
259
260 Appendix A ■ Design Document
Table of Contents
Introduction ......................................................................................................................4
Game Overview .................................................................................................................4
Platform .............................................................................................................................4
Genre..................................................................................................................................5
Target Audience .................................................................................................................5
Languages...........................................................................................................................5
Street Date..........................................................................................................................5
Key Features .......................................................................................................................5
Unique Selling Points ........................................................................................................6
Career Path ........................................................................................................................6
Game Structure .................................................................................................................7
Camera ...............................................................................................................................7
Camera Viewpoint.............................................................................................................7
Modes of Play ....................................................................................................................7
Trick Mode or Free Ride ...................................................................................................7
Motions ..............................................................................................................................8
Tricks Motions ...................................................................................................................8
Level Overview ..................................................................................................................8
In-Game Progress, Timers, and Clocks..........................................................................11
Race Replay ......................................................................................................................11
Report Card .....................................................................................................................11
Reward or Trophy Screens ..............................................................................................11
Model Production and Development ............................................................................11
Equipment and Upgrades ...............................................................................................12
Track Editor (In-Game) ..................................................................................................12
Special Effects ..................................................................................................................13
Technical Design..............................................................................................................13
Processor Use ...................................................................................................................13
Main Memory Map .........................................................................................................13
Geometry .........................................................................................................................14
Animation .................................................................................................................14
Graphics ...........................................................................................................................14
Audio................................................................................................................................14
Saving ...............................................................................................................................14
Physics ..............................................................................................................................15
AI ......................................................................................................................................15
Art Development .............................................................................................................15
Potential Trouble Spots (Risk Areas)..............................................................................15
Player Control..................................................................................................................15
Table of Contents 261
Level Design.....................................................................................................................16
Texture Development ......................................................................................................16
Bug Type Description......................................................................................................16
Game Features .................................................................................................................16
Fun ...................................................................................................................................16
Motorcycles......................................................................................................................16
Gameplay and Rewards...................................................................................................16
Art Style ...........................................................................................................................17
Audio Experience ............................................................................................................17
Game Structure ...............................................................................................................17
General Viewpoint...........................................................................................................17
Modes of Play ..................................................................................................................18
Player Controls ................................................................................................................18
Technical Issues................................................................................................................19
Geometry .........................................................................................................................19
Main Memory Map .........................................................................................................19
Animation ........................................................................................................................19
Graphics ...........................................................................................................................20
Audio................................................................................................................................20
Saving ...............................................................................................................................20
Physics ..............................................................................................................................20
AI ......................................................................................................................................20
Art Development .............................................................................................................20
Sample Art .......................................................................................................................21
Development Team .........................................................................................................23
Schedule and Budget .......................................................................................................29
262 Appendix A ■ Design Document
Introduction
Motocross Professional Circuit is the sequel to the original Motocross PC. It is not
simply an upgrade of the original game but is an entirely new game with a new
engine and added features such as a course editor. The game is primarily a rac-
ing game but also has a fun arcade mode. Players will be able to upgrade their
bikes and save them to the hard drive. Skillful play will unlock new courses with
more challenging course features. Players will be able to move from amateur to
semi-pro to pro status, encountering more highly skilled opponents as they
advance.
Game Overview
Motocross Professional Circuit is a fast-action, high-energy motorcycle arcade-simulation
game, offering exciting progressive racing action, competitions, and a unique career path
seamlessly tying these elements together into a compelling experience. The game will
follow the same format as motocross racing, with amateur, semi-pro, and professional
circuits. Players will be able to advance from one bracket to the next based on their per-
formance. With each progression, the opponents become better and the speeds increase.
The game starts out with the player choosing a bike and entering the amateur
motocross competition at a local track. When the player wins at the local track, an invi-
tation is extended to race in the amateur circuit. Completing the amateur circuit with
enough wins will give the player an invitation to race in the semi-pro circuit. After
completing the semi-pro circuit with enough wins, the player can move on to the pro
circuit.
Rather than focusing on characters, the game will focus on bikes. The player’s bike will
be central to the game. Winning a race will give the player a choice of possible bike
upgrades. To stay competitive with the other racers, the player will have to build a hot
bike. Players will be able to save bikes to the hard drive and then use those bikes in races
with their friends.
All unlocked tracks will be available for arcade mode. In arcade mode, the player will
be able to receive bonuses for tricks. The track will also have a variety of pick-ups that
the player will be able to grab and use in the race.
Platform
Personal computer with the following requirements:
Game Overview 263
Genre
The game fits into the sport racing genre.
Target Audience
Primary demographic: Seven- to fourteen-year-olds of both sexes.
Languages
English, French, German, and Spanish.
Street Date
Q-2 2005
Key Features
■ Three levels of expertise. The game will follow the same format as motocross
racing, with amateur, semi-pro, and professional circuits. Players will be able to
advance from one bracket to the next based on their performance. With each
progression, the opponents become better, the tracks become longer and more
difficult, and the speeds increase.
■ Progressive racing action. Each course will have three levels of difficulty. Play-
ers will start with the amateur course. If they win at the amateur level, they will
be able to unlock the semi-pro course. Winning at the semi-pro level will unlock
the professional course.
■ Bike upgrades. In order for players to compete in the higher racing brackets,
they will need to improve the performance of their bikes. With each win, a
player will be able to choose from a group of possible upgrades.
264 Appendix A ■ Design Document
■ Single and multiplayer. The game will support two-player, split-screen racing.
■ Track editor. Players will be able to design their own courses to race against
their friends.
■ Two classes of bikes. The player competes in the amateur and semi-pro classes
with a 125cc bike. Once the player has completed the semi-pro level, he will be
able to compete in the 250cc class.
■ Arcade mode. All unlocked tracks as well as the 125cc and 250cc bikes will be
available for the arcade mode, and nothing will be unlockable. This will be
strictly exhibition-type racing. In arcade mode, the player will be able to receive
bonuses for tricks.
■ Player selection. The player will be allowed to select either a male or female
rider and choose from approximately four different outfits.
■ Bike selection. The player will have the ability to select either two- or four-
stroke selections for each circuit.
Career Path
The player will take the role of the amateur motorcycle racer. The player will then be
able to advance from amateur to semi-pro to pro sequentially by placing in the top five
in each circuit. As the player progresses through a sequence of events, he will be able to
upgrade his bike with better equipment, thus making the player more and more com-
petitive. Achieving given rankings in given circuits will unlock levels and hidden areas.
Advancing to the professional circuit will allow the player to choose from the best
equipment available. The 250cc bikes will be available only in the professional circuit.
The final goal is to advance to #1 in the professional circuit.
Game Structure 265
Game Structure
Camera Viewpoint
The default camera will follow behind and slightly above the bike and will be aimed at
the bike. Additionally, the player will be able to select a camera angle similar to the
default position, but farther behind the bike, or a first-person camera angle, which will
be viewed from slightly behind the motorcycle’s handlebars.
Camera
In general, the camera will follow behind and slightly above the bike and will be aimed
at the bike. In replay mode, the game will use a third-person camera.
Modes of Play
Single-Player
The single-player game offers the following play modes:
Career Mode
The player plays against a field of AI-controlled bikes in a series of progressively chal-
lenging races.
Arcade Mode
The player races against AI-controlled bikes in a predetermined or custom set up
course.
Multiplayer
The multiplayer game offers the following play modes:
Career Versus
Two players each select a bike and compete against each other and AI-controlled bikes.
Arcade Versus
Two players compete against each other in a single arcade race.
Motions
Tricks and motions will be created using Maya and exported in the appropriate man-
ner to the game engine. The motions that will be created for standard play will include:
■ Ready/stopped
■ Ready/riding
■ Transition from stopped to riding
■ Transition from riding to stopped
■ Turn right/left
■ Sharp right/left
■ Lean forward/back
■ Jump
■ Crash
■ Goose (wheelie)
Trick Motions
■ Nac-Nac
■ Cliffhanger
■ Surfer/Seat Stand
■ Recliner
■ Gymnast/Pummel Bar Spin
■ Can-Can
■ Cordova
■ Double Can-Can/No Can
■ Seat Grab Indian Air
■ Rodeo Heel Clicker
■ Super Man
■ Hart Attack
Level Overview
The 16 levels will be designed so that there are three progressively more difficult tracks
on each level. Each circuit—amateur, semi-pro, or pro—is defined by a color. The red
tracks designate the amateur circuit, the semi-pro circuit includes the amateur circuit
but adds the orange track section, and the pro circuit adds the yellow track section to
the semi-pro circuit. For example, as an amateur, the player will race through the red
Game Structure 267
track. When the player completes the amateur circuit, then the semi-pro circuit is
unlocked, and the orange track sections of the circuit are opened up. As soon as the
semi-pro circuit is completed, the pro circuit is unlocked, and the yellow track sections
of the circuits are added.
The following are the course designs:
Level 1: Race Around
Level 2: Hillsdale
268 Appendix A ■ Design Document
Race Replay
The game will have the ability to replay the last race, using a third-person camera. The
player will have the ability to view the replay at normal speed, fast-forward speed, or
slow motion.
Report Card
At the end of each race, a statistical report will be displayed. In arcade mode, the report
will include each player’s time and ranking. If the player is in career mode, the report
will also include the player’s placement based on the player’s point total, the career
points received based on his placement, his current career ranking, and experience
points the player received.
One of the best ways to collect reference material for the featured bikes will be to pho-
tograph an actual bike with a digital camera in similar lighting, background, and posi-
tions (front, side, back, and opposite side view). This information will be used to make
the textures and geometry for the models. The textures can then be cut up, pasted, and
blended to make realistic textures for the models.
Some bikes have strengths in one area as well as weaknesses in others, giving variety and
personality to each bike. For instance, the 125cc bikes are not as fast as the 250cc bikes
used in the professional circuit, nor are they as heavy.
Table Top
Mound
Rhythm 1
Rhythm 2
Step Up
Finish
Triple
Turn High
Camel Hump
Ramp
Dip
Free ride track shall include:
Start
Ramp
Bowl
Dip
Four-Way Jump
Bank
Jump 1
Jump 2
Jump 3
Special Effects
Special effects shall include sparks, smoke, steam, gravel, and dust. These effects will use
the existing particle engine. Smoke or steam will come out of damaged bikes, and dust
will come from dirt roads or tracks.
Technical Design
Processor Use
The processor use will be similar to the Super Duper engine. The engine is expected to
run about 1,500 to 2,500 Gouraud and flat-shaded polygons/second.
272 Appendix A ■ Design Document
Geometry
We will be using Maya to produce the bikes, riders, and tracks (or track pieces). We will
be developing bikes and riders using approximately 250 polygons for high resolution,
190 for medium, 100 for low, and 75 for FPV model. We will have approximately 9,000
polygons split between high and low resolution worlds, explicitly built by the artists.
Flat- and Gouraud-shaded polygons will be used for all the geometry.
Animation
Animation will be done also using Maya. We will update the Super Duper tools to con-
vert the Maya output into format for use in the game.
Graphics
We will be using the So-And-So game engine (fictitious). The front-end will be high res
(1024⫻760) and the game will also be high res (1024⫻760).
We will work with 24-bit textures/images, and the tools will reduce all images used by
each section into 16-bit.
Audio
Audio will be installed on the hard drive during installation. Music will be streamed in
real time from the hard drive. Sound effects will be loaded at the beginning of a race to
allow immediate playing of sound effects.
Saving
The following will be saved to the hard drive:
Options
Careers
Stats
Potential Trouble Spots (Risk Areas) 273
Bikes
User-created tracks
Physics
We will be using the same physics engine used in the Super Duper engine. Upgrades
and changes of equipment will be the greatest factors in determining each motorcycle’s
handling. Each vehicle will handle differently according to how the player has equipped
and adjusted the motorcycle during play.
AI
We will be using the same AI used in the Super Duper engine. The AI vehicles will fol-
low nodes designated along the track. As an AI vehicle reaches the desired node, it will
then track to the next node.
Art Development
The art development tools to create models and textures that will be used during devel-
opment will include:
Maya Complete
Photoshop
Painter
DeBabelizer Pro
Vegas Video
The models and animations will be exported as a mesh through Maya, using the exist-
ing game engine technology in the Super Duper engine.
Player Control
The success of this game depends heavily on the playability and the ability it has to
attract players and keep their interest. The playability or bike control by the player
needs time to be developed and fine-tuned. It is very important that we create a
playable game as early as possible in the development process. Therefore, our initial
274 Appendix A ■ Design Document
concern will be to focus on getting a controllable bike to begin analyzing the gameplay
and developing this area.
Level Design
The artists need to be able to design fun levels with all objects and geometry located
relative to each other in a way that facilitates wild runs as well as creating secret areas,
hidden items, and so on. Each level needs to be carefully designed and tested. Again, our
ability to import levels into the game engine easily to try it out is vital. We need to look
into the possibility of having all data needed to define a level use the art modeling soft-
ware Maya.
Texture Development
It seems to be a challenge, even with seasoned artists, to get properly balanced colors.
We will create a version of the game that allows the immediate loading of art into it so
the artists can make the necessary changes quickly.
Game Features
Fun
The game will appeal on two levels. For the serious racing fan, the game will have a real-
istic career mode. For the players who just want to have a fun race, there will be an
arcade mode with high-flying tricks and power-ups.
Motorcycles
Bike performance will be a major part of the game. As players advance, they will have
opportunities to custom build the best racing bike available. Bikes can be saved to the
hard drive and transferred for play with friends on other PCs.
total of 48 unique tracks. Players will be able to challenge the circuit in the 125 or 250
categories for 96 unique races. If the average race time is five minutes (many races will
be longer), that is a total of 480 minutes of progressive racing action. The game also fea-
tures a course editor, so players can build additional courses and race on them for vir-
tually unlimited gameplay.
Obtaining bike upgrades and unlocking courses will reward players. With each race, a
player is given a choice of upgrades based on his finish time and place among winners.
As players advance from bracket to bracket, new courses open with more challenging
course features.
Art Style
The art style will be enhanced realism. We will be using realistic models for characters,
environments, and vehicles within the limitations of the game platform. Bright, vibrant
colors will be used for uniforms, bikes, and environments to give the game a rich, visu-
ally exciting feel.
Art production will use both in-house and contract resources. Production tools include
Maya for 3D; Photoshop, Corel, and Paint Shop Pro for 2D; DeBabelizer for file con-
versions; and batch operations and proprietary art tools for streamlining art imple-
mentation.
Audio Experience
Audio will consist of title tune, menu tunes, and in-game atmospheric and play sound
effects. All sound and SFX will be done in-house by our resident musician/sound
technician.
Game Structure
General Viewpoint
The default viewpoint will be behind and above the player’s character. However, we will
give the player the option of racing from other viewpoints as well.
Modes of Play
Single-Player
The single-player game offers the following play modes.
276 Appendix A ■ Design Document
Career Mode
The player plays against a field of CPU-controlled racers in a series of progressively
challenging races.
Arcade Mode
The player races and does tricks against CPU-controlled racers on a predetermined or
custom course.
Multiplayer
The multiplayer game offers the following play modes.
Career Versus
The two players each select a bike and compete against each other and CPU-controlled
racers.
Arcade Versus
The two players compete against each other in a single arcade race.
Player Controls
General Keystroke Controls
Steer rider left/right Left/Right arrow keys
Lean rider forward/backward Up/Down arrow keys
Break/hard steer Control + Left/Right arrow keys
Look back G
Throttle burst B
Accelerate Z
Camera select A
Pause Esc
Technical Issues 277
Trick Controls
Trick Name Keystroke(s)
Nac-Nac D
Cliffhanger S
Surfer Seat Stand E
Recliner F
Pummel Bar Spin C
Can-Can Shift + C
Cordova Shift + F
Double Can-Can Shift + S
Seat Grab Indian Air Shift + D
Nothing Shift + E
Rodeo Heel Clicker Alt + C
Technical Issues
Geometry
We will be using Maya to produce the motorcycles and tracks (or track pieces).
Animation
Animation will be done using Maya.
278 Appendix A ■ Design Document
Graphics
We will start by using the game engine that was used in building Super Duper
Motocross.
Audio
We will stream music in real time from the CD-ROM. Sound effects will need to be
loaded at the beginning of a race to allow immediate playing of sound effects. The
sound path will use the standard PS1 sound tools.
Saving
The following will be saved to the hard drive:
Options
Careers
Stats
Bikes
Physics
We will be using the same physics engine that was used in the So-And-So engine.
AI
We will be using the same AI as was used in the So-And-So engine.
Art Development
The art development tools to create models and textures that will be used during devel-
opment will include:
Maya Complete
Photoshop
Painter
DeBabelizer Pro
Video Vegas
The models and animations will be exported as a mesh through Maya plug-ins or MEL
scripts that generate a compatible file that can then be used directly in the game where
the models and animations can be read. The art files containing the bitmaps used to
texture the object or character can be simple BMP, PNG, or TIM files.
Technical Issues 279
We will update the existing tools to work with Maya instead of Alias to output an inter-
mediate file, which is then converted into the correct output by another tool. This tool
also collects together all textures used by a scene into one VRAM rectangle. It supports
24-bit TIF files and reduces all images in a scene to a single 8-bit CLUT.
Sample Art
Figure A.1
Sample motorcycle
Figure A.2
Sample motorcycle
280 Appendix A ■ Design Document
Figure A.3
Sample main screen
Figure A.4
Sample main screen
Technical Issues 281
Figure A.5
Sample options screen
Development Team
Project Manager—LP
LP is a video game and entertainment industry veteran. He is the founder of Saffire,
one of the industry’s preeminent game developers. He built the company from humble
beginnings in his basement to a thriving group of over 100 programmers, artists, musi-
cians, and other creative people. In 1995, Entrepreneur Magazine named Saffire as one
of America’s hottest new companies, and in 1999, it was 32 on the Utah 100 list. LP is
an active speaker at industry trade shows and conventions. He has served on the nom-
ination committee for the Academy of Interactive Arts and Sciences awards, considered
by many to be the Oscars of the interactive community. He also sits on the board of the
Utah Entrepreneurial Forum and is a former trustee for UITA. He teaches marketing
and entrepreneurship at BYU’s Marriott School of Management. His artwork has
appeared in more than 100 video game titles.
LP has overseen the development of the following games:
NINTENDO OF AMERICA—Nestor’s Funky Bowling—Virtual Boy, James Bond
007—Game Boy
ELECTRONIC ARTS—Cyber Tiger Woods Golf –64
282 Appendix A ■ Design Document
Lead Programmer—SP
SP has been programming games for over 16 years, either as the only programmer, lead
programmer, or senior programmer. He has also developed software tools for getting
artwork, models, and motion into games.
Games developed include:
HardBall!—PC
Patton vs Rommel—PC
Mickey’s Colors & Shapes—PC
Miracle Piano—Sega, Genesis
(English to French) Game Boy Golf—Game Boy
WWF Wrestlemania—PC
Space Jam—PC
WWF War Zone—N64, PSX
WWF Attitude—N64, PSX
ECW Hardcore Revolution—N64, PSX
ECW Anarchy Rulz—PSX
Started on next ECW—PS2
Combat Medic—PC
Technical Issues 283
Programmer—BI
BI graduated cum laude from Weber State University with a BS in mathematics and a
French minor and then further pursued his education in the masters of mathematics
department at Brigham Young University (Algebraic Topology, Adv. Linear Algebra,
Adv. Ord. Differential Equation) with an emphasis in 3D computer graphics (graduate
coursework). He started in Internet and Java development and became the Internet
project manager and webmaster for several companies including Topjobsusa.com,
topjobs.net inc., and UltimateResume.com. He was in charge of project development
including the graphics for each of the sites. He joined Alpine Studios in April 2001 as a
programmer to get fulfillment out of his career. He has enjoyed working on games on
his own time since the first 8086’s.
Games developed include:
Kublox—PC
Combat Medic—PC
Motocross Mania II—PSX
Ford Truck Mania—PSX
Art Lead—DW
Over eight years experience as director, designer, artist, and art lead for Acclaim
Studios. Experience in Maya, Nichimen, 3-D Studio Max, Mirai, Photoshop,
DeBabelizer, and WaveFront. Organizational skills include: setting up teams, organiz-
ing skill sets, hiring, distribution and reviewing artist and artwork, verifying comple-
tion of task and quality control, character design, storyboards, layouts, conceptual
designs, logos, typography, illustration, highly motivated team player, dependable, hon-
est, excellent teacher and communicator.
Art developed for:
Wrestlemania—PC
WWF Raw Is War—SNES
WWF Monday Night Raw—SNES
NBA Jam Extreme—Sony
NHL Breakaway ’98—Sony
PC Conceptual Design, Lead Artist for WWF Warzone—N64, Sony
284 Appendix A ■ Design Document
Artist—GM
GM has over five years experience as a game artist. He is experienced in 3D and 2D
applications including 3D Studio Max, Photoshop, Painter, Animation Master,
DeBabelizer and Deluxe Paint. He has worked on such titles as Marvel 2099—PSX/PC
(unpublished), Invictus—PC, Rainbow Six—N64, and PGA Golf—PSX.
Art developed for:
Tiger Wood’s 2000—PSX
Shogun Racers
Tiger Woods 2000
FIFA Soccer 2000
Test Drive 2000
Test Drive Cycle
Test Drive 6
Test Drive Off Road
Cyber Tiger Golf
Marvel 2099
Marvel Comics Reference CD
NFL Legends 98
James Bond—Game Boy
Animaniacs Bowling—PSX
Tiger Woods 99
Atomic Bomber Man
Starcraft Broodwars
Combat Medic—PC
Motocross Mania II—PSX
Ford Truck Mania—PSX
Technical Issues 285
Sound Engineer—EN
EN has been in audio/sound production for game development nearly 10 years. He is
a musician himself, performing with various groups, and is currently a member of the
Utah National Guard 23rd Army Band. As audio director, he oversees all audio require-
ments for Alpine Studios projects, from management to production.
EN has a bachelor’s degree in music education from Brigham Young University, and a
certificate in computer programming from Control Data Institute. Among his skills
used at Alpine Studios are music composition, engineering, and sound design/record-
ing. He has completed management-training sessions and has supervised several sound
teams in the audio industry, as well as managing outside contracting and recording
production.
EN’s responsibilities include working with team leads, designers, and programmers in
attaining the highest quality audio for each project. His duties involve sound effects
design, layout and production of final effects, composition and engineering of original
music, recording of musicians and voice talent(s), processing/editing and implementa-
tion of the final product.
Music created for the following games:
PSX, PS2
ESPN MLS Game Night—Konami
Tom Clancy’s Rogue Spear—Red Storm Entertainment
Animaniacs at Ten Pin Alley—ASC Games
Barbarians—Titus
Motocross Mania II—Gotham Games
Ford Truck Mania—Gotham Games
Dreamcast
Army Men: Sarge’s Heroes—3DO/Midway
Nintendo 64
Xena: The Talisman of Fate—Titus
Top Gear Rally 2—Kemco
Tom Clancy’s Rainbow 6—Red Storm Entertainment
CyberTiger Golf—Electronic Arts
286 Appendix A ■ Design Document
PC
Starcraft: Brood Wars—Blizzard Entertainment
Legends 98 Football—Accolade
Virtual Comics
Bionicle—LegoMedia
Combat Medic—Legacy
Kublox—Alpine Studios
Xbox
Strategic fighting game (project not yet released)
SNES/Genesis
The Simpsons: Bart’s Nightmare
Wayne Gretzky Hockey
Hardball 95
Schedule and Budget 287
Q S
Quake, 66 salespersons, game designers as, 28
controls in, 174 Salisbury, Ashley, 96
quality of audio, 144–145 sample design document, 259–288
questions for ideas, 65–66 design team information, 281–286
quests in RPGs (role-playing games), 76 features information, 274–275
introduction in, 262
R members of team, list of, 281–286
Race flowchart, 169–170 overview of game in, 262
racing games, 80 platform information in, 262–263
course, design considerations for, 242 risk area information, 273–274
special considerations for, 241–243 schedule and budget information, 287–288
vehicle control design, 243 structure information, 265–269, 275–277
rain falling sound effect, 146 table of contents for, 260–261
ranking game ideas, 32–37 technical design information, 271–273, 277–278
Raven, 175 sample walkthrough of game, 15–16
reading for ideas, 65 sampling, 143–145
real-time strategy games (RTSs), 81–82 for interactive music, 154
special considerations for, 247–248 saving, design for, 201
realism schedules, 213–214
in simulations, 253–254 breaking down tasks, 215–217
in sound effects, 145–148 critical path, 219–221
recording voices, 137–138 dependencies
rectangles in flowcharts, 158 identifying, 217–218
relief game state, 151 in sample schedule, 223–224
research design document including, 59–62
on audience, 98–100 extensions, scheduling, 224
for character design, 40–42 final schedule, 225
game designers and, 29 Gantt charts, 218–219
for scripts, 133–134 monitoring progress, 217
starting on, 30 overlapping tasks, 222
resources in strategy games, 83 sample design document information, 287–288
Return to Zork, 175 sample development schedule, 221–225
rhythm of music, 150 technical design document (TDD) information,
riffs of music, 150 205–206
risk areas scoring screens, 184
designers and, 26 screens. See also HUD (heads up display)
sample design document information, 273–274 credit screens, 184–185
technical design document (TDD) information, information screens, 181–185
203 legal screens, 183
RPGs (role-playing games), 75–78. See also level screens, 184–185
MMPORGs (massively multiplayer online loading screens, 182–183
role playing games) onscreen elements, creating, 194–197
Castlevania, 64–65 scoring screens, 184
fighting in, 76–77 title screens, 181–182
GUI (graphical user interface) design for, 126 scripts, 132–135
main menu example, 179 editing scripts, 135
model sheets in, 125 hiring out scripts, 134–135
quests in, 76
298 Index
video
levels, movies between, 184
opening movies, 182
video safe area, 189
visibility and feedback, 198
visual development tools, 157
visualizing game, 3–6
game statement and, 92
voices of characters, 132–139
cheap voice talent, 136
coaching voice talent, 138–139
decibel levels of, 137
expensive voice talent, 136–137
midline voice talent, 136
recording, 137–138
scripts and, 132–135
talent search for, 135–137
volume of sound effect, 147
W
walkthrough of adventure game, 239–241
Warcraft series, 64
as real-time game, 81–82
as third-person games, 66
user interface in, 173
warfare strategy games, 81–83
wavelengths in sound, 140
weapons in shooters, 72, 251–252
weather in hunting games, 73
winning and losing
music, 154
screens, 184
word puzzle games, 73, 234
writers and writing, 3. See also story
concept document, 40
game designers and, 28
scripts, 132–135
in storyboards, 113
X
Xbox, 153–154
Z
Zelda series, 236
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