Fundamental Level Design and Analysis: A to B
Autor Michael Beardwooden Limba Engleză Paperback – 18 dec 2024
The book provides an introductory example of how to create and format level design documentation to an industry standard with no prior experience needed. It uses step by step discussion to show how and why certain methodologies work, and covers the key topics needed to understand level design, including: mapping, blockouts, flow maps, critical paths, and affordance.
This book will be suitable for undergraduate students studying on game design courses, as well as those looking to learn the basics of level design.
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Specificații
ISBN-13: 9781032528700
ISBN-10: 1032528702
Pagini: 200
Ilustrații: 222
Dimensiuni: 156 x 234 mm
Ediția:1
Editura: CRC Press
Colecția CRC Press
Locul publicării:Boca Raton, United States
ISBN-10: 1032528702
Pagini: 200
Ilustrații: 222
Dimensiuni: 156 x 234 mm
Ediția:1
Editura: CRC Press
Colecția CRC Press
Locul publicării:Boca Raton, United States
Public țintă
Undergraduate AdvancedCuprins
Chapter 0. Introduction.
Chapter 1. Identifying the Key Features of Level Design.
Chapter 2. Abstraction of level analysis and creation.
Chapter 3. Methods of Deconstruction and Construction.
Chapter 4. Advancing Designs.
Chapter 5. Tricks of the Trade.
Chapter 6. Let’s Design – Side Scroller.
Chapter 7. Let’s Design FPS.
Chapter 8. Let’s Design – Open World.
Chapter 1. Identifying the Key Features of Level Design.
Chapter 2. Abstraction of level analysis and creation.
Chapter 3. Methods of Deconstruction and Construction.
Chapter 4. Advancing Designs.
Chapter 5. Tricks of the Trade.
Chapter 6. Let’s Design – Side Scroller.
Chapter 7. Let’s Design FPS.
Chapter 8. Let’s Design – Open World.
Notă biografică
Michael Beardwood is the course leader for Computer Games Design at Staffordshire University, one of the biggest games design courses in the UK, and has been teaching games design and tech for over a decade.
Descriere
This book provides a starting point for anyone interested in level and game design with zero prior knowledge. By analysing existing games and levels it introduces good design ideas and works towards communicating them in either design or practical methods.