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Introduction | |
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What Is Game Design? | |
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What's in the Book? | |
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How Are Games Designed? | |
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Vision of the Game | |
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The Game Layout Chart | |
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Designing Gameplay | |
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Designing the Story | |
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Designing Characters | |
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Character Description | |
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Character Sketch | |
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Designing Environments | |
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Written Description | |
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Environment Pictures | |
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Designing Audio | |
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Interface Design | |
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Onscreen Interface Graphics | |
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Designing Fun | |
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Game Demo | |
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Game Engines | |
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Art for Demos | |
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Sound for Demos | |
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Non-Playable Demo | |
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Summary | |
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What Is a Game Designer? | |
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The Game Designer | |
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Love to Play Games | |
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Creative Thinker | |
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The Game Development Process | |
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Solving Problems | |
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Is It Fun? | |
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Do You Like to Work? | |
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Dedication to Games | |
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Getting Started | |
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Research | |
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Create | |
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Analyze | |
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The Concept Document | |
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Writing the Document | |
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Character Design | |
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Research | |
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Creativity | |
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Analyze | |
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The Character Design | |
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Summary | |
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The Design Document | |
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Layout of the Design Document | |
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Design Document Elements | |
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Introduction | |
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Game Overview | |
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Position the Game | |
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Game Features | |
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Summary | |
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The Game Idea | |
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Where Can I Find an Idea? | |
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Examples | |
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Read | |
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Any Questions? | |
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What Will the Game Do? | |
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What Are the Goals of the Game? | |
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Pick Your Genre, Any Genre | |
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Action-Adventure and Bears, Oh My! | |
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Fighting | |
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First-Person Shooter | |
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Hunting | |
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Puzzle | |
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Role Playing Games | |
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Simulation | |
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Sports | |
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Strategy | |
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Multiplayer | |
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What's Your Story? | |
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How Big Can I Make It? | |
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What to Keep | |
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What to Throw Out | |
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Don't Keep It in Your Head | |
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The High Concept | |
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The Purpose of the High Concept | |
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Writing the High Concept | |
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The Game Statement | |
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Why the Game Is Important | |
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Why the Game Is Unique | |
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Audience | |
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Why Should the Game Be Published? | |
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Summary | |
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Visualizing the Game | |
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Art Used in Game Designs | |
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Storyboards | |
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Level Layouts | |
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Environment Illustrations | |
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Character Designs | |
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Model Sheets | |
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Graphical User Interface (GUI) Design | |
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Other Concept Art | |
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Summary | |
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Designing Audio | |
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Character Voices and Speech | |
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Script | |
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Talent Search | |
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Recording | |
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For the Technically Curious | |
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What We Hear | |
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What the Computer Hears | |
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Sound Effects | |
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Realistic | |
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Non-Realistic | |
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Music | |
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First Steps | |
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Basic Organization | |
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Summary | |
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Game Flow | |
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The Flowchart | |
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The Oval | |
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The Diamond | |
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The Rectangle | |
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The Circle | |
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Sample Flowchart | |
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An Alternate to Flowcharting | |
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Take a Shower Textual Sequence | |
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Manageable Pieces | |
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Game Flow Design Methods | |
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Main Game Flowchart | |
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Gameplay Flowchart | |
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One Player Career Flowchart | |
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Two Player Career Flowchart | |
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Race Flowchart | |
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Summary | |
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User Interface Design | |
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What Is a User Interface? | |
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How Does the Player Receive Game Information? | |
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Can Interface Elements Be Incorporated into the Natural Play of the Game? | |
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How Can the Interface Affect the Game? | |
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How Can the Player Control the Game? | |
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Controlling Your Controls | |
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Feedback | |
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Information Presentation | |
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Personality | |
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The Visual | |
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What Is a Graphical User Interface? | |
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Information Screens | |
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Menus | |
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Onscreen Displays | |
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Creating Game Navigation Design | |
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Creating Onscreen Elements | |
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Summary | |
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Technical Design | |
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The Sections of a TDD | |
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Target Hardware System(s) | |
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Target Audience | |
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Processor Use | |
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Memory Use | |
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Saving and Loading | |
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Supported Input Devices | |
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Supported Output Devices | |
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Al | |
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Multiplayer | |
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Concerns and Potential Problems | |
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Software Tools | |
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Data Wrangling | |
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Database Handling | |
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Scheduling | |
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Game Flow | |
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Game Engine | |
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Needed Assets | |
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Languages | |
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Audio Handling | |
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Physics | |
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Sample Art | |
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User-Defined Worlds | |
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Summary | |
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Schedules and Budgets | |
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What Comes First, the Chicken or the Egg? | |
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Breaking Down the Tasks | |
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Creating the Framework of Dependencies | |
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Gantt Charts | |
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Critical Path | |
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Scheduling | |
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Budgeting | |
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Direct Labor Costs | |
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Easy Adjustments | |
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Putting the Budget Together | |
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Summary | |
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Special Considerations | |
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Puzzle | |
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Platform | |
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Adventure | |
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Racing | |
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Fighting | |
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Sports | |
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Real-Time Strategy | |
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Turn-Based Strategy | |
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Shooters | |
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Simulations | |
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Role Playing | |
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Massive Multiplayer Online | |
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Summary | |
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Design Document | |
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Motocross Professional Circuit | |
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Design Document by Alpine Studios | |
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Table of Contents | |
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Introduction | |
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Game Overview | |
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Platform | |
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Genre | |
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Target Audience | |
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Languages | |
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Street Date | |
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Key Features | |
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Unique Selling Points | |
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Career Path | |
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Game Structure | |
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Camera Viewpoint | |
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Camera | |
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Modes of Play | |
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Trick Mode or Free Ride | |
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Motion | |
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Trick Motions | |
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Level Overview | |
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In-Game Progress, Timers, and Clocks | |
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Race Replay | |
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Report Card | |
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Reward to Trophy Screens | |
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Model Production and Development | |
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Equipment and Upgrades | |
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Track Editor (In-Game) | |
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Special Effects | |
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Technical Design | |
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Processor Use | |
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Main Memory Map | |
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Geometry | |
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Animation | |
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Graphics | |
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Audio | |
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Saving | |
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Physics | |
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Al | |
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Art Development | |
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Potential Trouble Spots (Risk Areas) | |
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Player Control | |
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Level Design | |
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Texture Development | |
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Bug Type Description | |
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Game Features | |
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Fun | |
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Motorcycles | |
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Game Play and Rewards | |
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Art Style | |
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Audio Experience | |
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Game Structure | |
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General Viewpoint | |
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Modes of Play | |
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Player Controls General Keystroke Controls | |
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Technical Issues | |
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Geometry | |
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Main Memory Map | |
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Animation | |
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Graphics | |
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Audio | |
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Saving | |
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Physics | |
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Al | |
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Art Development | |
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Sample Art | |
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Development Team | |
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Schedule and Budget | |
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Index | |