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Level Up.pdf

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T<br />

LeveI 5<br />

The Three Cs,<br />

Part 1 — Character<br />

While much of your game design is always changing, there are three<br />

fundamentals that need to be established early in your preproduction. I call<br />

them the “Three Cs” :<br />

1. Character<br />

2. Camera<br />

3. Control.<br />

If you change any of the Three Cs during the course of your production,<br />

you risk massive problems with your gameplay, which may require extra<br />

reworking, and you risk endangering your game. Don ’ t give me that look. I<br />

know this sounds dramatic, but so many game elements hinge upon the<br />

Three Cs that changing one thing will have a ripple effect through your<br />

entire game. I have seen teams catastrophically screw up and cancel<br />

their game because of their failure to stick to the plans of their<br />

Three Cs.<br />

While we talked about writing a character in <strong>Level</strong> 3 , I am now using the<br />

term in a different context. I will be talking about how the character is<br />

presented to the player and the activities the player does with that character.<br />

The very important rule about character design is:<br />

FORM FOLLOWS FUNCTION<br />

Let this rule be your motto when designing anything. It will come into play<br />

more importantly later on in the book, but should be your guide especially<br />

when designing your game character. There are several great books on how

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