On the design process:
I??™m pre y random, and I get my inspiration from everything around me. Lately I have been playing games
on handheld systems and GameCube. My latest ideas are speci?¬? cally targeting story and characters as
central themes because this is what makes TV, ?¬? lm, and books successful. I have started to really lean
Designer Perspective: Chris Taylor 407
away from technology and really asked myself a tougher set of questions regarding gameplay and what
precisely the market wants. More than ever I aspire to make games for everyone, not just hard-core
gamers.
On prototyping:
We do something we call a visual slice. A visual slice (sometimes also called a vertical slice when it includes
gameplay as well as visuals) is developed to communicate the overall visual aesthetic for a game. It??™s what
sales, marketing, and publishing executives look at to get excited about what the game will look like when it
is done, and to a lesser extent, how the game might actually play.
On solving design problems:
A great example of a di?¬? cult design problem that we solved was on our upcoming game, Space Siege.
Pages:
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053