Like I have always said, if I can??™t answer these questions, it??™s
a good time to reconsider why making the game is a good idea in the ?¬? rst place.
Advice to designers:
My advice would be to get a job in the business at any level to get your foot in the door. When you see how
games are really made, you will change your strategy and get your game made much sooner, even though it
could take you 10 years to learn the business. Read every book you can ?¬? nd and play every game you can
get your hands on. Pick your role models and look carefully at how they ?¬? nd success.
408 Chapter 14: The Design Document
Designer Perspective??• Troy Dunniway
Creative Producer, Brash Entertainment
Oddworld: Munch??™s Oddysee (2001), Bruce Lee: Quest for the Dragon (2002), Command & Conquer: Generals
Zero Hour (2003), Impossible Creatures (2003), Tao Feng: Fist of the Lotus (2003), Voodoo Vince (2003), Age
of Empires 3 (2005), Ratchet Deadlocked (2005), Rainbow Six Vegas (2006), Star Wars: Empires at War (2006),
Command & Conquer 3: Tiberium Wars (2007), Ratchet & Clank Future: Tools of Destruction (2007), and Troy
Dunniway is a game designer and producer with numerous credits, including TNA Impact Wrestling (2008).
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