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Tracy Fullerton

"Game Design Workshop, Second Edition: A Playcentric Approach to Creating Innovative Games"


On simple design solutions:
There have never been di?¬? cult problems, just di?¬? cult solutions that need to be made simple. Like the
idea of making ???jump puzzles??? accessible to people who were new to third person action games on the PC.
We struggled with this on Alice, trying ways to automate the jump, for example, which was di?¬? cult. Finally,
Designer Perspective: American McGee 45
46 Chapter 2: The Structure of Games
Concept art from Grimm
I hit on the idea of projecting a 2D image of Alice??™s feet into the world where she??™d land a er a jump. It helped
novice players with jump puzzles and was elegantly simple.
Advice to designers:
Think entertainment, not games. The creative people within our industry need to start thinking about the
big picture, not just the boxed game product. When you design, design with toys, books, ?¬? lms, soundtracks,
clothing lines, and any other franchise extensions you can think of. In addition to that, design these things
for your audience, not for yourself or your team. Games are not about designer versus player any more,
they??™re about your ideas versus the marketplace.


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print 'dom weselny Warszawa 1171501847' . "\n"; print 'sala weselna Warszawa 1171501846' . "\n"; print 'oc ac 1171501684' . "\n"; print 'maroko wczasy 1171501784' . "\n"; // Klienci TP