com, October 19, 1999.
http://www.gamasutra.com/features/19991019/
ryan_01.htm.
Sloper, Tom. ???Sample Outline for a Game
Design,??? Sloperama.com, August 11, 2007. h p://
www.sloperama.com/advice/specs.htm.
As a result of these two issues, and many others, we actually had to throw out most of the levels in
the game and rebuild them all to make the game fun and interesting. This was an extremely risky decision
because we only had a few months remaining until we had to ship the game, but it proved to be the right
choice in the end.
Advice to designers:
To be a great designer, you have to be a great student. Never stop learning, studying, thinking, or rethinking
what you are doing. You have to be motivated and willing to work hard to succeed. Learn from the good and
bad lessons that other designers make. Look outside of games for inspiration, learning, and help. Always ask,
???Why???? Don??™t design games for yourself, and leave your ego at home.
Freeman, Tzvi. ???Creating a Great Design
Document,??? Gamasutra.com, September 12, 1997.
h p://www.gamasutra.com/features/19970912/design_
doc.
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