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Tracy Fullerton

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

I??™ve always been more into role-playing and strategy
games than anything else, even though I play most action games on the PC and consoles. I like games
that push the limits, allow players to ?¬? nd their own paths, and have fun doing it. I get tired of games with li le
to no innovation or originality.
On designing Rainbow Six:
When I worked on Rainbow Six Vegas, we were tasked with innovating a very successful series and taking it
to the next level. We already knew what the core game experience in general was going to be, so this let us
focus on what could be new and innovative and simpli?¬? ed our lives tremendously during the concept phase.
However, because it was a successful franchise, we also had to constantly weigh each change and addition
to the series to make sure it was something that was ultimately right for the franchise. This let us start with
the core mechanics of the previous Rainbow Six games and build on them instead of having to come up with
everything from scratch.
Designer Perspective: Troy Dunniway 409
On designing new concepts:
When coming up with a whole new game, you will face many possible challenges.


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