Acknowledgment |
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xxv | |
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Section I Book and Level Design Introduction |
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3 | (6) |
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3 | (1) |
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4 | (1) |
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1.2.1 Book and Level Design Intro |
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4 | (1) |
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1.2.2 Production and Social Skills |
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4 | (1) |
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1.2.3 Level Design Theory |
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4 | (1) |
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1.2.4 Practical: How to Get Started |
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4 | (1) |
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5 | (1) |
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1.2.6 Practical: Technical and Game Design |
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5 | (1) |
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5 | (1) |
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5 | (4) |
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5 | (1) |
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1.3.1.1 Before the Internet |
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5 | (1) |
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1.3.1.2 Joining the Mod Community |
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5 | (1) |
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1.3.2 My Professional Career |
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6 | (1) |
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6 | (1) |
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6 | (1) |
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1.3.2.3 Joining Plan a Collective |
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7 | (1) |
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7 | (2) |
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2 Definition of Level Design and Level Designers |
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9 | (14) |
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9 | (5) |
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9 | (1) |
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2.1.2 What Is a Level Designer? |
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9 | (1) |
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2.1.3 Variants of Level Designers |
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10 | (1) |
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10 | (1) |
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2.1.3.2 Generalist Level Designer |
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11 | (1) |
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2.1.3.3 Layout Level Designer/Level Builder |
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11 | (1) |
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2.1.3.4 Mission/Quest Designer |
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11 | (1) |
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2.1.3.5 Script Level Designer |
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11 | (1) |
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2.1.3.6 "No Art" Level Designer |
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12 | (1) |
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2.1.3.7 Technical Level Designer |
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12 | (1) |
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2.1.3.8 Cinematic Scripter |
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12 | (1) |
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2.1.4 Level Design Senioritis |
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12 | (1) |
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12 | (1) |
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2.1.4.2 Intern/Junior Level Designer |
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12 | (1) |
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2.1.4.3 Regular/Intermediate Level Designer |
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13 | (1) |
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2.1.4.4 Senior Level Designer |
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13 | (1) |
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2.1.4.5 Expert/Principal Level Designer |
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13 | (1) |
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2.1.4.6 (Team) Lead Level Designer |
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13 | (1) |
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2.1.4.7 Level Design Director |
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14 | (1) |
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2.2 Level Designers as Experts |
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14 | (9) |
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14 | (1) |
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2.2.2 Experts in Architecture |
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14 | (1) |
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2.2.3 Experts in Landscape Architecture and City Planning |
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15 | (1) |
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2.2.4 Experts in Geography |
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15 | (1) |
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16 | (1) |
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2.2.6 Experts in Chemistry, Physics, Engineering, Mechanics, etc. |
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16 | (1) |
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2.2.7 Experts in Culture, History, Geo Politics, etc. |
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17 | (1) |
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2.2.8 Experts in Level Design Tools |
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17 | (1) |
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2.2.9 Experts in Scripting |
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17 | (1) |
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2.2.10 Experts in Layout and Arrangement |
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18 | (1) |
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2.2.11 Experts in Progression and Difficulty |
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18 | (1) |
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2.2.12 Experts in Art and Technology |
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19 | (1) |
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2.2.13 Experts in Creativity and Fun |
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19 | (1) |
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2.2.14 Experts in Time and Work Management |
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19 | (1) |
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2.2.15 Experts in Diplomacy |
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20 | (3) |
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Section II Production and Social Skills |
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3 Level Design Production |
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23 | (10) |
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3.1 Overview of Level Design Production |
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23 | (5) |
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23 | (1) |
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3.1.2 Initial or Pitch Phase |
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23 | (1) |
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3.1.3 Pre-Production Phase |
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24 | (1) |
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24 | (1) |
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25 | (1) |
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25 | (1) |
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25 | (1) |
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3.1.8 First Intention Pass |
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26 | (1) |
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26 | (1) |
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27 | (1) |
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27 | (1) |
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28 | (1) |
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28 | (1) |
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28 | (5) |
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28 | (1) |
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3.2.2 When to Push and When Not |
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29 | (1) |
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29 | (1) |
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29 | (1) |
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3.2.2.3 Leadership Responsibility |
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30 | (1) |
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30 | (1) |
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3.2.3 About Crunch or Overtime |
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30 | (1) |
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31 | (1) |
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3.2.5 About Work-Life Balance |
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32 | (1) |
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4 Diplomacy of Level Design |
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33 | (10) |
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4.1 Level Design in the Center of Production |
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33 | (2) |
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33 | (1) |
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4.1.2 Departments Level Designers Work With |
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33 | (2) |
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35 | (1) |
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4.2 How to Work with Different Departments |
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35 | (8) |
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35 | (1) |
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4.2.2 Game Developer Diplomacy 101 |
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35 | (1) |
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4.2.2.1 Do Not Treat People How You Like to Be Treated |
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35 | (1) |
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4.2.2.2 We All Sit in the Same Boat |
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36 | (1) |
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36 | (1) |
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37 | (1) |
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4.2.3 How to Work with Artists |
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37 | (1) |
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4.2.3.1 Environment Artists |
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37 | (1) |
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38 | (1) |
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4.2.4 How to Work with Narrative |
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38 | (1) |
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4.2.4.1 Narrative Designers |
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38 | (1) |
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4.2.4.2 Cinematic Scripters |
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38 | (1) |
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4.2.5 How to Work with QC/QA |
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39 | (1) |
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4.2.6 How to Work with Other Level Designers |
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39 | (1) |
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4.2.7 How to Work with Managers |
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40 | (1) |
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4.2.8 How to Work with Game Designers |
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40 | (1) |
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4.2.9 How to Work with Programmers |
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40 | (1) |
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4.2.10 How to Work with Audio |
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41 | (2) |
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5 Teamwork and Leadership Tools |
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43 | (16) |
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5.1 Basic Leadership Principles |
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43 | (2) |
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43 | (1) |
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5.1.2 Make Others Better Than You |
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43 | (1) |
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44 | (1) |
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5.1.4 Acting Under Stress |
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44 | (1) |
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45 | (4) |
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45 | (1) |
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45 | (1) |
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5.2.2.1 Clarify Feedback and Opinion |
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45 | (1) |
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5.2.2.2 Feedback as Questions and Problems |
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45 | (1) |
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46 | (1) |
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47 | (1) |
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47 | (1) |
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47 | (1) |
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48 | (1) |
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5.3 About Making Decisions |
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49 | (2) |
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49 | (1) |
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49 | (1) |
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49 | (1) |
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50 | (1) |
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50 | (1) |
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5.4 Emotions as a Common Language |
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51 | (1) |
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51 | (1) |
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51 | (1) |
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5.4.3 The Solution and Process |
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51 | (1) |
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52 | (1) |
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5.5 "The Triumvirate of Practical World Building" |
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52 | (2) |
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52 | (1) |
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53 | (1) |
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53 | (1) |
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54 | (5) |
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54 | (1) |
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54 | (1) |
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54 | (1) |
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55 | (1) |
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55 | (1) |
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55 | (4) |
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Section III Level Design Theory |
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6 About Vision, Pillars, and Direction |
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59 | (10) |
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59 | (2) |
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59 | (1) |
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6.1.2 How to Create a Vision? |
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59 | (1) |
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59 | (1) |
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60 | (1) |
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6.1.3 How to Use a Vision |
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60 | (1) |
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61 | (1) |
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61 | (2) |
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61 | (1) |
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6.2.2 How to Create and Use Pillars |
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61 | (1) |
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61 | (1) |
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61 | (1) |
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62 | (1) |
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6.2.2.4 Hints for the Creation |
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63 | (1) |
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63 | (1) |
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6.3 Direction as Guidance |
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63 | (6) |
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63 | (1) |
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6.3.2 When to Create Direction |
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64 | (1) |
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6.3.3 How to Create Direction |
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65 | (1) |
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6.3.3.1 Step 1: Start with Mistakes to Avoid |
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65 | (1) |
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6.3.3.2 Step 2: Observe the Team |
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65 | (1) |
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6.3.3.3 Step 3: Add Your Vision |
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65 | (1) |
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6.3.3.4 Step 4: Spot Patterns and Fill the Grid |
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65 | (1) |
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6.3.3.5 Step 5: Bring It to Paper |
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66 | (1) |
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6.3.4 How to Use Direction |
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67 | (1) |
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67 | (2) |
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69 | (22) |
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69 | (3) |
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69 | (1) |
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69 | (1) |
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69 | (1) |
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7.1.2.2 Step 1: Stating the Problem |
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69 | (1) |
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70 | (1) |
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70 | (1) |
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70 | (1) |
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70 | (1) |
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7.1.3 Balance between Theory and Practice |
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71 | (1) |
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71 | (1) |
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7.1.3.2 When and How to Use Theory |
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71 | (1) |
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7.2 Success for the Player |
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72 | (4) |
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72 | (1) |
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7.2.2 The Player and the Developer |
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72 | (1) |
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7.2.3 Player Options and Choices |
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73 | (1) |
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73 | (1) |
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7.2.3.2 Make the Player Feel Clever |
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73 | (1) |
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74 | (1) |
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7.2.4 Fairness, Frustration, and Difficulty |
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74 | (1) |
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74 | (1) |
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7.2.4.2 About Random and Luck |
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74 | (1) |
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7.2.4.3 Blame Yourself---Not the Game |
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75 | (1) |
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76 | (2) |
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76 | (1) |
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7.3.2 Thinking High-Level |
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76 | (1) |
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7.3.3 Getting Started with Simplification |
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77 | (1) |
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77 | (1) |
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78 | (5) |
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78 | (1) |
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78 | (1) |
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7.4.3 Basic Layout Considerations |
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78 | (1) |
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7.4.3.1 Number of Options |
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78 | (1) |
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7.4.3.2 Frequency of Options |
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79 | (1) |
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7.4.3.3 Right Place for Options |
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79 | (1) |
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7.4.3.4 Rhythm of Options |
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79 | (1) |
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79 | (1) |
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7.4.5 Basics of Additional Paths |
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80 | (1) |
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7.4.6 Game Mode Considerations |
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81 | (1) |
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81 | (1) |
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7.4.8 Balance of Complexity |
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81 | (1) |
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82 | (1) |
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7.5 The Concept of "Points of Advantage" |
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83 | (8) |
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83 | (1) |
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7.5.2 What Is a Good Level Layout for Me? |
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83 | (1) |
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84 | (1) |
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85 | (1) |
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86 | (1) |
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87 | (1) |
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88 | (1) |
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7.5.8 Meta Level and Scale |
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89 | (1) |
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90 | (1) |
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91 | (12) |
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8.1 The Game as a Progression of Levels |
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91 | (7) |
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91 | (1) |
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8.1.2 Progression in the Big Picture |
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91 | (1) |
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91 | (1) |
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8.1.2.2 Progression Table Creation |
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92 | (1) |
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8.1.3 Patterns in a Progression Table |
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93 | (1) |
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93 | (1) |
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8.1.3.2 Too Many Ingredients per Level |
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93 | (1) |
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8.1.3.3 Dominating Patterns per Row |
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94 | (1) |
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8.1.3.4 Dominating Patterns per Column |
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94 | (1) |
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8.1.3.5 Too Many Ingredients too Early |
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95 | (1) |
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8.1.3.6 Ingredients Late in the Game |
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95 | (1) |
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8.1.3.7 About Rational Design |
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96 | (1) |
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8.1.4 Mission Progression in Open Game Types |
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96 | (1) |
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96 | (1) |
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8.1.4.2 Progression Table for Open Games |
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96 | (1) |
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8.1.4.3 Progression Sheet for Open Games |
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97 | (1) |
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8.2 About Tutorial Levels |
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98 | (5) |
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98 | (1) |
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8.2.2 Gameplay, Art, and Narrative Considerations |
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98 | (1) |
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98 | (1) |
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8.2.2.2 Gameplay Teaching: Basics |
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98 | (1) |
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8.2.2.3 Art and Narrative Introduction |
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99 | (1) |
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8.2.3 Level Design Considerations |
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100 | (1) |
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100 | (1) |
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8.2.3.2 Combining Art, Narrative, and Gameplay |
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100 | (2) |
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8.2.3.3 Tutorial Level: Production Issues and Solutions |
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102 | (1) |
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103 | (16) |
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9.1 Circle to Complex Arena |
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103 | (5) |
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103 | (1) |
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103 | (1) |
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104 | (1) |
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104 | (1) |
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9.1.3.2 Circle Size, Weight, and Density |
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105 | (1) |
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106 | (1) |
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107 | (1) |
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108 | (1) |
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9.2 Sandbox, Multiplayer, and Boss Arenas |
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108 | (7) |
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108 | (1) |
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9.2.2 Surrounding Circle Layouts |
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108 | (1) |
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108 | (1) |
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109 | (1) |
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110 | (1) |
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9.2.3 Inner Circle Layouts |
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111 | (1) |
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111 | (1) |
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111 | (1) |
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112 | (1) |
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113 | (1) |
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9.2.5 Center Axis Layouts |
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114 | (1) |
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115 | (4) |
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115 | (1) |
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115 | (1) |
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116 | (1) |
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116 | (1) |
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116 | (1) |
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117 | (1) |
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9.3.3.4 Branch Connection Angles |
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118 | (1) |
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119 | (26) |
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10.1 Inner-Level Connections |
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119 | (6) |
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119 | (1) |
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10.1.2 Connection within Linear Levels |
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119 | (1) |
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10.1.2.1 The Classic Usage |
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119 | (1) |
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10.1.2.2 Control and Hide the Transition |
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120 | (1) |
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10.1.3 Connect between Sandboxes Arenas |
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120 | (1) |
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120 | (1) |
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10.1.3.2 Foreshadowing and Leading |
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121 | (1) |
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10.1.3.3 Where and How to Connect |
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121 | (1) |
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10.1.4 Connection between Open-World Locations |
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122 | (1) |
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122 | (1) |
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10.1.4.2 How to Embrace No Control |
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122 | (1) |
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10.1.4.3 How to Embrace Long Distances |
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123 | (1) |
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10.1.5 Connection between In-Game and Cutscenes |
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124 | (1) |
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124 | (1) |
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124 | (1) |
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10.1.5.3 Mid-Level Cutscenes |
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124 | (1) |
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10.1.5.4 End-Level Cutscenes |
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125 | (1) |
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125 | (5) |
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125 | (1) |
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10.2.2 Importance of Verticality |
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126 | (1) |
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10.2.3 Planning Vertical Levels |
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126 | (1) |
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10.2.4 Controller, Height, and Angle Considerations |
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126 | (1) |
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126 | (1) |
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10.2.4.2 Anything Up There |
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127 | (1) |
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127 | (1) |
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10.2.5 Types of Verticality |
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127 | (1) |
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127 | (1) |
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10.2.5.2 Plain Height/Steep Slopes |
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128 | (1) |
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10.2.5.3 Stairs, Ramps, and Slopes |
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128 | (1) |
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10.2.5.4 Interior Staircases |
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128 | (1) |
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10.2.5.5 Ladders, Vines, and Pipes |
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128 | (1) |
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128 | (1) |
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128 | (1) |
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10.2.5.8 Elevators/Moving Platforms |
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129 | (1) |
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129 | (1) |
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129 | (1) |
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129 | (1) |
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129 | (1) |
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130 | (1) |
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130 | (1) |
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10.2.5.15 Portals and Teleportation |
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130 | (1) |
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10.3 Progression within a Mission |
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130 | (6) |
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130 | (1) |
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10.3.2 Basic Building Blocks and Objectives |
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130 | (1) |
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130 | (1) |
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131 | (1) |
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131 | (1) |
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132 | (1) |
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132 | (1) |
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10.3.2.6 Narrative Blocks |
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132 | (1) |
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133 | (1) |
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133 | (1) |
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133 | (1) |
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133 | (1) |
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10.3.3.3 Forced Stealth and Stealth |
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133 | (1) |
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133 | (1) |
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134 | (1) |
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134 | (1) |
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134 | (1) |
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10.3.4.1 Basics of a Good Mix |
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134 | (1) |
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10.3.4.2 Monotonous Block Usage |
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135 | (1) |
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10.4 About Pacing and Timing |
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136 | (9) |
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136 | (1) |
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10.4.2 The Beat and Intensity |
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137 | (1) |
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137 | (1) |
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10.4.2.2 Intensity Estimation |
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137 | (1) |
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138 | (1) |
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138 | (1) |
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138 | (2) |
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10.4.3.3 How to Create a Pacing Graph Using Excel |
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140 | (1) |
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10.4.4 Alternative Pacing |
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141 | (1) |
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141 | (1) |
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141 | (1) |
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141 | (4) |
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Section IV Practical: How to Get Started |
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145 | (28) |
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11.1 It All Starts with Research and Reference |
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145 | (3) |
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145 | (1) |
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11.1.2 Searching Correctly |
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145 | (1) |
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146 | (1) |
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11.1.4 Collecting Reference Correctly |
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147 | (1) |
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147 | (1) |
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147 | (1) |
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11.1.4.3 Links and Articles |
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148 | (1) |
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11.2 Documentation Basics |
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148 | (9) |
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148 | (1) |
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11.2.2 Document Purpose and Audience |
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149 | (1) |
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149 | (1) |
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149 | (1) |
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149 | (1) |
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11.2.3 Documentation for Linear Levels |
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150 | (1) |
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150 | (1) |
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11.2.3.2 Tab One: High-Level |
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150 | (1) |
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11.2.3.3 Tab Two: Level Sketch |
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150 | (1) |
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11.2.3.4 Tab Three: Medium-Level |
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151 | (1) |
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11.2.3.5 Tab Four: Detail/Low-Level |
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152 | (1) |
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11.2.4 Documentation for Open World Missions |
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152 | (1) |
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152 | (1) |
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11.2.4.2 Intro Page: High-Level |
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153 | (1) |
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153 | (1) |
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11.2.4.4 Mission Blocks: Mid-Level |
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154 | (1) |
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11.2.4.5 Detailed Location: Low-Level |
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154 | (1) |
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11.2.4.6 Supporting Pages |
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155 | (1) |
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11.2.5 Documentation for Multiplayer Maps |
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155 | (1) |
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156 | (1) |
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156 | (1) |
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11.3 Approaching Location Ideas |
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157 | (1) |
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157 | (1) |
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11.3.2 The Generic Location |
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157 | (1) |
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11.3.3 The Overly Complex Location |
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158 | (1) |
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11.3.4 The Right Location |
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158 | (1) |
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11.4 World Building: Translating |
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158 | (6) |
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158 | (1) |
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159 | (1) |
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11.4.2.1 Step 1: Reference |
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159 | (1) |
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11.4.2.2 Step 2: Note Coherences |
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159 | (2) |
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11.4.2.3 Step 3: Delete, Adjust, or Close |
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161 | (1) |
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11.4.2.4 Step 4: Translate |
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161 | (2) |
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11.4.3 Fictional Locations |
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163 | (1) |
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163 | (1) |
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11.4.3.2 How to Create Fictional Coherences |
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163 | (1) |
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11.5 World Building: Working in Layers |
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164 | (9) |
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164 | (1) |
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164 | (1) |
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164 | (1) |
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164 | (1) |
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164 | (1) |
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11.5.3.3 Always Start with the Timetable |
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165 | (1) |
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11.5.3.4 The Second Layer Is a Map |
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166 | (1) |
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166 | (1) |
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11.5.3.6 Multiple Layer Constructs |
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167 | (1) |
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11.5.4 Example Layer Workflow |
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168 | (1) |
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168 | (1) |
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11.5.4.2 Step #2: Layer 1---Timetable |
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168 | (1) |
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11.5.4.3 Step #3: Layer 2---Map |
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168 | (1) |
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11.5.4.4 Step #4: Layer 3---Reason of Existence |
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168 | (1) |
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11.5.4.5 Step #5: Layer 4---Economy (Tertiary Sector) |
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169 | (1) |
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11.5.4.6 Step #6: Layer 5---Factions |
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170 | (1) |
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11.5.4.7 Step #7: Layer 6---Unique Events |
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170 | (1) |
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11.5.4.8 Final Observations |
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171 | (1) |
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171 | (2) |
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173 | (18) |
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12.1 From Plan to Reality |
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173 | (7) |
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173 | (1) |
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12.1.2 Layers and Teamwork |
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173 | (1) |
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12.1.3 Layout Skeleton: First Scale Impressions |
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174 | (1) |
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174 | (1) |
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12.1.3.2 Open World: First Steps and Early Scaling Estimates |
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174 | (1) |
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12.1.3.3 Interiors and Complex Locations: First Steps and Early Scaling Estimates |
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175 | (1) |
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176 | (1) |
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12.1.4.1 Initial Block-Out |
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176 | (1) |
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12.1.4.2 Further Skeleton Scripts |
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177 | (1) |
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12.1.5 From Skeleton to First Intention |
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177 | (1) |
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12.1.5.1 Initial Priority List |
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177 | (1) |
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12.1.5.2 How to Use the Priority List |
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178 | (1) |
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12.1.5.3 Must Haves---Should Haves---Can Haves |
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179 | (1) |
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12.1.6 Iteration and Post First Intention |
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179 | (1) |
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180 | (5) |
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180 | (1) |
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12.2.2 About MVPs and Backup Plans |
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180 | (1) |
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12.2.2.1 MVP and Level Design |
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180 | (1) |
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12.2.2.2 Backup Plans for Level Design |
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180 | (1) |
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12.2.2.3 Example for Backup Plans and My General Approach |
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181 | (2) |
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12.2.3 About Benchmarks and Prototypes |
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183 | (1) |
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183 | (1) |
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183 | (1) |
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184 | (1) |
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12.3 Third- and First-Person Perspectives |
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185 | (6) |
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185 | (1) |
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12.3.2 Scale for Perspectives |
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185 | (6) |
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Section V Practical: Layouts |
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13 Cover, Flow, and Player Leading |
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191 | (32) |
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191 | (6) |
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191 | (1) |
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191 | (1) |
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192 | (1) |
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192 | (1) |
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193 | (1) |
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194 | (1) |
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194 | (1) |
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13.1.8 The Door Frame Problem |
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195 | (1) |
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13.1.9 Cover Placement in the Open |
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196 | (1) |
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196 | (1) |
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197 | (5) |
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197 | (1) |
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13.2.2 Block, Medium, and High Cover |
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197 | (1) |
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198 | (1) |
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199 | (1) |
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13.2.5 Soft and Penetrable Cover |
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200 | (1) |
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13.2.6 Destructible Cover |
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200 | (1) |
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201 | (1) |
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201 | (1) |
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202 | (7) |
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202 | (1) |
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13.3.1.1 Cover Flow Definition |
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202 | (1) |
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13.3.1.2 When and Why Is Cover Flow Important |
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202 | (1) |
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202 | (1) |
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13.3.2.1 Connecting Angle |
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202 | (1) |
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13.3.2.2 Orientation at Cover |
|
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203 | (1) |
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13.3.2.3 Cover Placement Considerations |
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204 | (1) |
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13.3.2.4 Transitioning between Covers |
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204 | (1) |
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13.3.2.5 Flow with Frontlines |
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205 | (1) |
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206 | (1) |
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206 | (1) |
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13.3.3.2 Connecting Distance |
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206 | (1) |
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13.3.3.3 Connecting Threat |
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207 | (1) |
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207 | (1) |
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207 | (1) |
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13.3.4.2 Why Control Speed |
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207 | (1) |
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13.3.4.3 Abstract Understanding |
|
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208 | (1) |
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209 | (14) |
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209 | (1) |
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13.4.2 Moving and Looking |
|
|
210 | (1) |
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13.4.3 "Sins" of Player Leading |
|
|
210 | (1) |
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210 | (1) |
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210 | (1) |
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211 | (1) |
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211 | (1) |
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212 | (1) |
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212 | (1) |
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212 | (1) |
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13.4.3.8 The One Solution |
|
|
212 | (1) |
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213 | (1) |
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213 | (1) |
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13.4.4.1 Funneling, Angles, or Macro Flow |
|
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213 | (1) |
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214 | (1) |
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214 | (1) |
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13.4.4.4 Vantage Point = Player Teaching |
|
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215 | (1) |
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215 | (1) |
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215 | (1) |
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216 | (1) |
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216 | (1) |
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13.4.5.4 Explosions/Animation |
|
|
217 | (1) |
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13.4.5.5 Indirect Guiding Elements |
|
|
217 | (1) |
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218 | (1) |
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218 | (1) |
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218 | (1) |
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219 | (1) |
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219 | (1) |
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13.4.7.1 About Player Teaching |
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219 | (1) |
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219 | (1) |
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220 | (1) |
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13.4.8 Player Leading Context |
|
|
220 | (1) |
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13.4.8.1 Lighting Context |
|
|
220 | (1) |
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13.4.8.2 Lure and Bait Context |
|
|
220 | (1) |
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13.4.8.3 No Player Leading |
|
|
221 | (1) |
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221 | (1) |
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13.4.8.5 Other Game Mechanics |
|
|
221 | (1) |
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13.4.8.6 How to Improve Waypoint Handling |
|
|
222 | (1) |
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14 Scenarios and Location Types |
|
|
223 | (58) |
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14.1 About Attack and Defense Sections |
|
|
223 | (14) |
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|
223 | (1) |
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14.1.2 Combat Zone Basics |
|
|
223 | (1) |
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223 | (1) |
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14.1.2.2 List of Considerations |
|
|
224 | (1) |
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225 | (1) |
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226 | (1) |
|
14.1.3 Attack Fundamentals |
|
|
227 | (1) |
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227 | (1) |
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228 | (1) |
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228 | (1) |
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14.1.3.4 Attack Layout Rhythm and Pacing |
|
|
229 | (1) |
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14.1.3.5 Attack Ingredients and Intensity Pacing |
|
|
230 | (1) |
|
14.1.4 Defense Fundamentals |
|
|
231 | (1) |
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231 | (1) |
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14.1.4.2 Defense Angles and Difficulty |
|
|
232 | (1) |
|
14.1.4.3 Defense Layout Types |
|
|
233 | (2) |
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14.1.4.4 Defense Intensity Pacing |
|
|
235 | (1) |
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14.1.5 Problems and Solutions |
|
|
235 | (1) |
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14.1.5.1 The Anti-Climax AI |
|
|
235 | (1) |
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14.1.5.2 The Start Is the Challenge |
|
|
236 | (1) |
|
14.1.5.3 Players Do Not Play Correctly |
|
|
236 | (1) |
|
14.1.5.4 Enemies Lack Purpose |
|
|
237 | (1) |
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14.1.5.5 Surviving Is Not Fun |
|
|
237 | (1) |
|
14.2 About Open-World Locations |
|
|
237 | (11) |
|
|
237 | (1) |
|
14.2.2 The DNA of an Open-World Location |
|
|
238 | (1) |
|
14.2.2.1 Surrounding Path and Vantage Points |
|
|
238 | (1) |
|
14.2.2.2 Attack Angles and Way In |
|
|
239 | (1) |
|
14.2.2.3 Outer and Inner Loops |
|
|
240 | (1) |
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|
241 | (1) |
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241 | (1) |
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14.2.3.2 Parameter and Overwatch AI |
|
|
241 | (1) |
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|
242 | (1) |
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|
242 | (1) |
|
14.2.4 Basic Layout Types |
|
|
243 | (1) |
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|
243 | (1) |
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14.2.4.2 Single Structure |
|
|
243 | (1) |
|
14.2.4.3 Multi-Structure Flow |
|
|
244 | (1) |
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14.2.4.4 Separate Structures |
|
|
245 | (1) |
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|
245 | (1) |
|
14.2.5 Problems and Solutions |
|
|
246 | (1) |
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|
246 | (1) |
|
14.2.5.2 Players Only Stay Outside |
|
|
247 | (1) |
|
14.2.5.3 The Reinforcement Takes Too Long |
|
|
248 | (1) |
|
14.3 About Stealth Sections |
|
|
248 | (7) |
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|
248 | (1) |
|
14.3.2 Stealth Foundation |
|
|
248 | (2) |
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14.3.3 Problems and Solutions |
|
|
250 | (1) |
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14.3.3.1 The Avoidance Path |
|
|
250 | (1) |
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14.3.3.2 The Vantage Point |
|
|
250 | (1) |
|
14.3.3.3 The "AI Waiting to Get Killed" |
|
|
251 | (1) |
|
14.3.3.4 The "Crazy Difficult Setup" |
|
|
251 | (1) |
|
14.3.3.5 The "Messy Setup" Problem and Solution |
|
|
252 | (1) |
|
14.3.3.6 The "Tools or No Tools" |
|
|
252 | (1) |
|
14.3.3.7 Unfair AI Scripting |
|
|
252 | (1) |
|
14.3.3.8 The "No Puzzle Puzzle" |
|
|
253 | (1) |
|
14.3.3.9 The "Left Door Right Door" |
|
|
253 | (1) |
|
14.3.3.10 The "Vanilla Setup" |
|
|
254 | (1) |
|
14.3.3.11 The "One & Done" |
|
|
254 | (1) |
|
14.3.4 Closing Words about Stealth |
|
|
254 | (1) |
|
14.4 About Traversal Sections |
|
|
255 | (8) |
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|
255 | (1) |
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|
255 | (1) |
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|
255 | (1) |
|
14.4.2.2 Checkpoint Types |
|
|
255 | (1) |
|
14.4.2.3 Other Considerations |
|
|
255 | (1) |
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256 | (1) |
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|
256 | (1) |
|
14.4.3.2 Continuous Chases Considerations |
|
|
256 | (1) |
|
14.4.3.3 Segmented Chase Considerations |
|
|
257 | (1) |
|
14.4.3.4 General Chase Consideration |
|
|
257 | (1) |
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|
258 | (2) |
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|
260 | (1) |
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|
260 | (1) |
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|
260 | (1) |
|
14.4.4.3 Traces and Foreshadowing |
|
|
260 | (1) |
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|
261 | (1) |
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|
261 | (1) |
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261 | (1) |
|
14.4.5.3 Implement and Mix Them |
|
|
262 | (1) |
|
14.5 About Puzzle Sections |
|
|
263 | (5) |
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|
263 | (1) |
|
14.5.2 Step 1: Problem Introduction |
|
|
263 | (1) |
|
14.5.3 Step 2: Environmental Comprehension |
|
|
264 | (1) |
|
14.5.3.1 When, Where, What Is Going On? |
|
|
264 | (1) |
|
14.5.3.2 How to Solve the Puzzle?: Step 2.1---Exposition |
|
|
264 | (1) |
|
14.5.3.3 How to Solve the Puzzle?: Step 2.2---Actions |
|
|
265 | (1) |
|
14.5.3.4 How to Solve the Puzzle?: Step 2.3---Difficulty |
|
|
266 | (1) |
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|
267 | (1) |
|
14.6 About Escort Sections |
|
|
268 | (4) |
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|
268 | (1) |
|
14.6.2 Systemic-Follow AI |
|
|
269 | (1) |
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|
269 | (1) |
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|
269 | (1) |
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|
270 | (1) |
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|
270 | (1) |
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|
270 | (1) |
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|
271 | (1) |
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|
271 | (1) |
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|
271 | (1) |
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|
272 | (1) |
|
14.7 About Co-op Level Design |
|
|
272 | (9) |
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|
272 | (1) |
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|
272 | (1) |
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|
272 | (1) |
|
14.7.2.2 Options over Space |
|
|
273 | (1) |
|
14.7.2.3 Splits at Battlefields |
|
|
273 | (1) |
|
14.7.2.4 Front Lines in Co-op |
|
|
274 | (1) |
|
14.7.2.5 Cover Flow in Co-op |
|
|
274 | (1) |
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|
274 | (1) |
|
14.7.3 Communication and Layout in Co-op |
|
|
274 | (1) |
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|
274 | (1) |
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|
274 | (1) |
|
14.7.3.3 Inner and Outer Vantage Points |
|
|
275 | (1) |
|
14.7.3.4 Unique Locations and Landmarks |
|
|
275 | (1) |
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|
275 | (1) |
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|
275 | (1) |
|
14.7.4.2 Classic AI Setups for Co-op |
|
|
275 | (1) |
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|
276 | (1) |
|
14.7.4.4 Unique Co-op Gameplay Moments |
|
|
277 | (4) |
|
Section VI Practical: Technical Aspects and Game Design |
|
|
|
15 Scripting and Technical |
|
|
281 | (12) |
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|
281 | (1) |
|
|
281 | (1) |
|
15.1.2 Text-Based Scripting/Programming |
|
|
281 | (1) |
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|
282 | (1) |
|
|
282 | (1) |
|
15.2 Scripting and Database Basics |
|
|
282 | (11) |
|
|
282 | (1) |
|
15.2.2 Approach to Problem Solving |
|
|
283 | (1) |
|
|
283 | (1) |
|
15.2.2.2 Step 1: Understand the Problem(s) |
|
|
283 | (1) |
|
15.2.2.3 Step 2: Compartmentalize |
|
|
283 | (2) |
|
15.2.2.4 Step 3: Involve Your Team |
|
|
285 | (1) |
|
15.2.2.5 How to Approach a Bug/Problem |
|
|
286 | (1) |
|
|
286 | (1) |
|
15.2.4 Scripting Foundation |
|
|
287 | (1) |
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|
287 | (1) |
|
15.2.4.2 Continuous Left to Right |
|
|
287 | (1) |
|
15.2.4.3 Same Time = Below |
|
|
288 | (1) |
|
15.2.4.4 Least Amount of Overlapping Connections |
|
|
288 | (1) |
|
15.2.4.5 Group Closed Steps |
|
|
288 | (1) |
|
|
289 | (1) |
|
15.2.4.7 Create Templates Which Repeats a Lot |
|
|
290 | (1) |
|
15.2.4.8 Always Have Backups in Your Scripts |
|
|
290 | (1) |
|
15.2.4.9 Follow Conventions |
|
|
291 | (1) |
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|
291 | (1) |
|
|
291 | (1) |
|
|
291 | (1) |
|
15.2.5.3 A Prototype Is a Prototype |
|
|
292 | (1) |
|
15.2.5.4 Production Script Standards |
|
|
292 | (1) |
|
16 Working with Ingredients |
|
|
293 | (28) |
|
16.1 Basic AI and Design Rules |
|
|
293 | (6) |
|
|
293 | (1) |
|
16.1.2 Basic AI and Combat Guidelines |
|
|
293 | (1) |
|
16.1.2.1 Never Rely on AI |
|
|
293 | (1) |
|
16.1.2.2 AI Brings Life to the World |
|
|
293 | (1) |
|
16.1.2.3 AI Archetype Combinations |
|
|
294 | (1) |
|
16.1.2.4 AI Needs to Answer All Player Actions |
|
|
294 | (1) |
|
|
295 | (1) |
|
16.1.2.6 Less Ideal AI Archetypes |
|
|
295 | (1) |
|
16.1.2.7 AI Encounters as a Puzzle |
|
|
295 | (1) |
|
16.1.2.8 Spawn AI Ahead of Time |
|
|
295 | (1) |
|
16.1.2.9 Layer Your Combat Encounters |
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296 | (1) |
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296 | (1) |
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16.1.2.11 Surprise and Break Rules |
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296 | (1) |
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16.1.3 Ingredient and Gameplay Pitfalls |
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297 | (1) |
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16.1.3.1 Items as Triggers |
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297 | (1) |
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297 | (1) |
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16.1.3.3 Actions and Consequences |
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297 | (1) |
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16.1.3.4 Exploits vs. Making It Easy |
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297 | (1) |
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298 | (1) |
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16.1.3.6 Ingredients Flavor Your Layouts |
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298 | (1) |
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16.2 Working with AI Types |
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299 | (5) |
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299 | (1) |
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299 | (1) |
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299 | (1) |
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16.2.2.2 Level Design Considerations |
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299 | (1) |
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16.2.3 Mid- to Close-Range AI Types |
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300 | (1) |
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300 | (1) |
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16.2.3.2 Level Design Considerations |
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300 | (1) |
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16.2.4 Long-Range AI Types |
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300 | (1) |
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300 | (1) |
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16.2.4.2 Level Design Considerations |
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301 | (1) |
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301 | (1) |
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301 | (1) |
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16.2.5.2 Level Design Considerations |
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301 | (1) |
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16.2.6 Hordes and Fast AI Types |
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302 | (1) |
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302 | (1) |
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16.2.6.2 Level Design Considerations |
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302 | (1) |
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303 | (1) |
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303 | (1) |
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16.2.7.2 Level Design Considerations |
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303 | (1) |
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303 | (1) |
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303 | (1) |
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16.2.8.2 Level Design Considerations |
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304 | (1) |
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16.3 Working with Different Gameplay Ingredients |
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304 | (17) |
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304 | (1) |
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305 | (1) |
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305 | (1) |
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305 | (1) |
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306 | (1) |
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306 | (1) |
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306 | (1) |
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306 | (2) |
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16.3.3.3 Land: Friendly AI |
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308 | (1) |
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308 | (1) |
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309 | (1) |
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16.3.3.6 Water: Friendly AI |
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310 | (1) |
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311 | (1) |
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311 | (1) |
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16.3.3.9 Air: Friendly AI |
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312 | (1) |
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312 | (1) |
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16.3.4 Fixed Misc Ingredients |
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313 | (1) |
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313 | (1) |
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313 | (1) |
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314 | (1) |
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16.3.5 Navigation Ingredients |
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315 | (1) |
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315 | (1) |
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315 | (1) |
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316 | (1) |
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317 | (4) |
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Section VII Closing Topics |
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321 | (10) |
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321 | (2) |
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321 | (1) |
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321 | (1) |
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17.1.1.2 Balancing Is Not Pacing |
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321 | (1) |
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17.1.1.3 Details of Balancing |
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321 | (1) |
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17.1.2 The Sum of All Parts |
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322 | (1) |
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322 | (1) |
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17.1.2.2 Balancing Timing |
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322 | (1) |
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17.1.2.3 Developers Do Not Count, Almost |
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323 | (1) |
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17.1.2.4 Playtests and Balancing |
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323 | (1) |
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323 | (3) |
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323 | (1) |
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17.2.2 Bug Fixing Approach |
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324 | (1) |
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324 | (1) |
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17.2.2.2 A Common and Ideal Approach |
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324 | (1) |
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324 | (1) |
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325 | (1) |
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325 | (1) |
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17.2.3.2 NAD, AD, WNF, NMI, and CNR |
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325 | (1) |
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326 | (1) |
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326 | (5) |
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326 | (1) |
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17.3.2 The Role of Creatives and Managers |
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326 | (1) |
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17.3.3 The Stages between Alpha and Beta |
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327 | (1) |
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327 | (1) |
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327 | (1) |
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328 | (1) |
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17.3.3.4 Strict Bug-Fix Phase |
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328 | (1) |
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17.3.4 About Tasks, Bugs, and Empathy |
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|
328 | (1) |
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17.3.4.1 Still Big Tasks? |
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328 | (1) |
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17.3.4.2 Manage Expectations and Empathy |
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329 | (1) |
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329 | (2) |
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18 Becoming a Level Designer |
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331 | (12) |
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331 | (2) |
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331 | (1) |
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331 | (1) |
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332 | (1) |
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332 | (1) |
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18.2 A Good Cover Letter, CV, and Portfolio |
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333 | (4) |
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333 | (1) |
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333 | (1) |
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334 | (1) |
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18.2.3.1 Basic Setup and Essentials |
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334 | (1) |
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334 | (1) |
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335 | (1) |
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18.2.3.4 Finishing Touches |
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|
335 | (1) |
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336 | (1) |
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336 | (1) |
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336 | (1) |
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18.2.4.3 Level Design Portfolio |
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|
337 | (1) |
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18.3 The Test and Interview |
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|
337 | (6) |
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|
337 | (1) |
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|
337 | (1) |
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338 | (1) |
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339 | (1) |
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339 | (1) |
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339 | (1) |
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|
340 | (1) |
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|
341 | (2) |
Index |
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343 | |