Rogues’ Rendezvous: Vertically Sliced

  • Jacob Habgood
  • Nana Nielsen
  • Martin Rijks
  • Kevin Crossley

Abstract

We’re aiming to produce one complete level for Shadows on Deck, or what is often called a “vertical slice” of gameplay. In a professional game development studio, it is quite common to create a small section of a game like this in order to prove the concept’s worth to a publisher. Console games often cost many millions of dollars to develop, and these days it is usually only the big-name publishers who can afford to pick up this kind of bill. Nonetheless, they don’t just hand over that kind of money based on a design document, however good it may be. Publishers are always looking for AAA titles, but the truth is that it is actually impossible to design such a game on paper! The art of game design is an interactive, step-by-step process and quality games evolve into being; they are not simply implemented according to a meticulous plan.

Keywords

Target Position State Object Space Event Collision Event Sound Effect 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

Copyright information

© Jacob Habgood, Nana Nielsen, Martin Rijks, Kevin Crossley 2010

Authors and Affiliations

  • Jacob Habgood
    • 1
  • Nana Nielsen
    • 1
  • Martin Rijks
    • 1
  • Kevin Crossley
    • 1
  1. 1.YSUS

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