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Tracy Fullerton

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

So we created a
camera prototype in Maya that simply tested the idea of allowing the player to zoom the camera in and
out at will. For example, we knew we wanted the player to be able to zoom far out to see what they had
wri en in the sky, but we also wanted to be able to ?¬‚ y close up with the character, to feel the emotion of
?¬‚ ight. As it turned out, this concept, especially when combined with another feature??”???free flight??? within
the 3D space??”solved both the practical interface issue and the emotional issue of ?¬‚ ying close-up with
the child.
In addition to experimenting with the core mechanic and viewpoint, at this point, the team began to
envision a game without the traditional goals and con?¬‚ ict that drives most games. It would be a simple game
that would encourage creativity and playfulness. To achieve this, we began designing the features that would
allow players to draw and erase clouds in the sky as easy as chalk. Also, we began to realize that every aspect
of the game needed to reinforce these positive emotions. The game needed to be relaxing and refreshing in
its play as well as in its look and feel.


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print 'Bell 1171501957' . "\n"; print 'Grex 1171501956' . "\n"; print 'Klamki 1171501903' . "\n"; print 'kaski shark 1171501976' . "\n"; print 'domy na sprzedaż wrocław 1171501768' . "\n";