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In this book, veteran game developers, academics, journalists, and
others provide their processes and experiences with level design.
Each provides a unique perspective representing multiple steps of
the process for interacting with and creating game levels -
experiencing levels, designing levels, constructing levels, and
testing levels. These diverse perspectives offer readers a window
into the thought processes that result in memorable open game
worlds, chilling horror environments, computer-generated levels,
evocative soundscapes, and many other types of gamespaces. This
collection invites readers into the minds of professional designers
as they work and provides evergreen topics on level design and game
criticism to inspire both new and veteran designers. Key Features:
Learn about the processes of experienced developers and level
designers in their own words Discover best-practices for creating
levels for persuasive play and designing collaboratively Offers
analysis methods for better understanding game worlds and how they
function in response to gameplay Find your own preferred method of
level design by learning the processes of multiple industry
veterans
Written by a game developer and professor trained in architecture,
An Architectural Approach to Level Design is one of the first books
to integrate architectural and spatial design theory with the field
of level design. It explores the principles of level design through
the context and history of architecture. Now in its second edition,
An Architectural Approach to Level Design presents architectural
techniques and theories for you to use in your own work. The author
connects architecture and level design in different ways that
address the practical elements of how designers construct space and
the experiential elements of how and why humans interact with that
space. It also addresses industry issues like how to build
interesting tutorial levels and how to use computer-generated level
design systems without losing the player-focused design of handmade
levels. Throughout the text, you will learn skills for spatial
layout, evoking emotion through gamespaces, and creating better
levels through architectural theory. FEATURES Presents case studies
that offer insight on modern level design practices, methods, and
tools Presents perspectives from industry designers, independent
game developers, scientists, psychologists, and academics Explores
how historical structures can teach us about good level design
Shows how to use space to guide or elicit emotion from players
Includes chapter exercises that encourage you to use principles
from the chapter in digital prototypes, playtesting sessions, paper
mock-ups, and design journals Bringing together topics in game
design and architecture, this book helps you create better spaces
for your games. Software independent, the book discusses tools and
techniques that you can use in crafting your interactive worlds.
In this book, veteran game developers, academics, journalists, and
others provide their processes and experiences with level design.
Each provides a unique perspective representing multiple steps of
the process for interacting with and creating game levels -
experiencing levels, designing levels, constructing levels, and
testing levels. These diverse perspectives offer readers a window
into the thought processes that result in memorable open game
worlds, chilling horror environments, computer-generated levels,
evocative soundscapes, and many other types of gamespaces. This
collection invites readers into the minds of professional designers
as they work and provides evergreen topics on level design and game
criticism to inspire both new and veteran designers. Key Features:
Learn about the processes of experienced developers and level
designers in their own words Discover best-practices for creating
levels for persuasive play and designing collaboratively Offers
analysis methods for better understanding game worlds and how they
function in response to gameplay Find your own preferred method of
level design by learning the processes of multiple industry
veterans
Written by a game developer and professor trained in architecture,
An Architectural Approach to Level Design is one of the first books
to integrate architectural and spatial design theory with the field
of level design. It explores the principles of level design through
the context and history of architecture. Now in its second edition,
An Architectural Approach to Level Design presents architectural
techniques and theories for you to use in your own work. The author
connects architecture and level design in different ways that
address the practical elements of how designers construct space and
the experiential elements of how and why humans interact with that
space. It also addresses industry issues like how to build
interesting tutorial levels and how to use computer-generated level
design systems without losing the player-focused design of handmade
levels. Throughout the text, you will learn skills for spatial
layout, evoking emotion through gamespaces, and creating better
levels through architectural theory. FEATURES Presents case studies
that offer insight on modern level design practices, methods, and
tools Presents perspectives from industry designers, independent
game developers, scientists, psychologists, and academics Explores
how historical structures can teach us about good level design
Shows how to use space to guide or elicit emotion from players
Includes chapter exercises that encourage you to use principles
from the chapter in digital prototypes, playtesting sessions, paper
mock-ups, and design journals Bringing together topics in game
design and architecture, this book helps you create better spaces
for your games. Software independent, the book discusses tools and
techniques that you can use in crafting your interactive worlds.
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