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Story and Simulations for Serious Games by Terry Borst, Nick Iuppa

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26

Simulation Integration

As we’ve seen in the first half of this book, and also in Chapter Twenty-Four, the assembly of story-driven RT3D simulations is very complex. Once learning objectives have been arrived at and story and gameplay have been conceptualized, the work only begins.

Terrains need designing. Sets and props need creating, and characters need to be built and animated. Levels need construction, and all story and interactive events need placement and triggering. Cameras, lighting, and shadowing need to be in place. Resource, inventory, and player history data need managing.

As a consequence, significant programming and procedural language skills are needed to move from the asset creation stage (script, art, etc.) to a fully working ...

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