Architectural Approach to Level Design: Second edition
Autor Christopher W. Tottenen Limba Engleză Paperback – 10 mai 2019
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
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Specificații
ISBN-13: 9780815361367
ISBN-10: 081536136X
Pagini: 625
Ilustrații: 3 Tables, black and white; 361 Line drawings, color
Dimensiuni: 156 x 234 x 32 mm
Greutate: 1.04 kg
Ediția:2 ed
Editura: CRC Press
Colecția A K Peters/CRC Press
ISBN-10: 081536136X
Pagini: 625
Ilustrații: 3 Tables, black and white; 361 Line drawings, color
Dimensiuni: 156 x 234 x 32 mm
Greutate: 1.04 kg
Ediția:2 ed
Editura: CRC Press
Colecția A K Peters/CRC Press
Public țintă
Professional Practice & DevelopmentCuprins
Chapter 1 A Brief History of Architecture and Level Design. Chapter 2 Drawing for Level Designers. Chapter 3 Level Design Workflows. Chapter 4 Basic Gamespaces. Chapter 5 Communicating through Environment Art. Chapter 6 Building exciting levels with dangerous architecture. Chapter 7 Rewards in Gamespaces. Chapter 8 Level 1-1: The Tutorial Level . Chapter 9 Storytelling in Gamespaces. Chapter 10 Possibility Spaces and Worldbuilding. Chapter 11 Working with Procedurally Generated Levels. Chapter 12 Influencing Social Interaction with Level Design. Chapter 13 Sound and Music in Level Design .
Notă biografică
Chris Totten is Game Artist in Residence at American University. He has contributed to several independent game productions as an artist, animator, level designer, game designer, and project manager. Totten is also an active writer in the game industry, with articles featured on VideoGameWriters.com, GameCareerGuide, and Gamasutra. He has also published a book entitled Game Character Creation with Blender and Unity. Totten's writings on interdisciplinary approaches to game design have earned him guest speaking appearances at GDC China, Dakota State University's Workshop on Integrated Design in Games, and East Coast Game Conference.
Descriere
Thoroughly updated, this book discusses level design, the discipline of creating interactive game environments, with an emphasis on architectural principles. These principles can help level designers create meaningful user experiences and emotional responses for players..