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This topic contains 0 replies, has 1 voice, and was last updated by  kyotokid 12 years, 5 months ago.

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  • #3928

    kyotokid
    Keymaster

    For Brothers in Arms…could be of use to certain WW2 game folk

    The initial design process is simple. I and one other designer sit in a room with a whiteboard and go over actual WW2 missions. This is easy, because there were hundreds of missions carried out during the D-day invasion and thousands more over the next few months. We look for a good variety of objectives, locations, and entertaining combat possibilities. Then we use those missions as inspiration for the missions that will go in the final game.

    The very first mission we agreed upon was “Ambush at Anterbien”. It is as simple as a game of Red Rover. The Americans are trying to get through a town, and the Germans are trying to stop them.

    For every mission, we created a simple design document that would present the basic layout, mission objectives, back story, and any other key details we felt were important. It is an intentionally ‘loose’ document, allowing freedom to evolve. [/quote:fc1134b9fe]

    http://www.gearboxsoftware.com/index.php?p=gearblogs&entry=14

    from:

    http://www.gearboxsoftware.com/index.php?p=gearblogs

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