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Level Design: Processes and Experiences

Autor Christopher W. Totten
en Limba Engleză Paperback – feb 2022
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
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Specificații

ISBN-13: 9781032276717
ISBN-10: 1032276711
Pagini: 408
Ilustrații: 100 Illustrations, black and white
Dimensiuni: 156 x 234 x 24 mm
Greutate: 0.64 kg
Ediția:1
Editura: CRC Press
Colecția A K Peters/CRC Press

Public țintă

Professional Practice & Development

Cuprins

Chapter  1. Kamuro Nights: A Personal Retrospective of the Yakuza Series Gavin Greene 
Chapter  2. Cracking the Resident Evil Puzzle Box Daniel Johnson 
Chapter  3.From Construction to Perception: Three Views of Level Design for Story-Driven Games  Huaxin Wei and Chaoguang Wang 
Chapter  4. Everything I Learned About Level Design at an Orlesian Ball Heidi McDonald 
Chapter  5. Hell, Hyboria, and Disneyland; The Origins and Inspirations of Themed Video Game Level Design Scott Rogers 
Chapter  6. Level Design Practices for Independent Games Fares Kayali and Josef Ortner
 Chapter  7. Making the Most of Audio in Characterization, Narrative Structure, and Level Design Chanel Summers 
Chapter  8. Procedural Content Generation: An Overview Gillian Smith 
Chapter  9. P.T. and the Play of Stillness Brian Upton 
Chapter  10. The Illusion of Choice – How to Hide the Linearity of Levels from Players Joao Raza and Benjamin Carter 
Chapter 11. Integrating Procedural and Handmade Level Design Dr. Mark R. Johnson 
Chapter  12. Level Design Planning for Open World Games Joel Burgess  PART 4: TESTING LEVELS 
Chapter  13. Play-Personas: Mental Tools for Player-Centered Level Design Alessandro Canossa 
Chapter 14. Evaluating Level Design Using Public Events Jonathan Moriarty 
Chapter  15. The Rule of 27’s: A Comparative Analysis of 2D Screenspace and Virtual Reality Environment Design  Hadar Silverman 
Chapter  16.  Expression vs. Experience: Balancing Art and Usability Needs in Level Design  Christopher W. Totten   
 

Notă biografică

Christopher Totten is the Game Artist in Residence at American University and the founder of independent developer Pie for Breakfast Studios. He is also the founder of the Smithsonian American Art Museum Indie Arcade and an advocate for bringing games to museums and cultural institutions. Totten is an active writer in the game industry, with articles featured in industry journals, chapters in several academic publications, and two books: Game Character Creation in Blender and Unity (Wiley 2012) and An Architectural Approach to Level Design (CRC, 2014.) He has also spoken at GDC China, Foundations Of Digital Games (FDG), East Coast Game Conference, Digital Games Research Association (DiGRA) conference, and Games For Change. He has displayed his games at MAGFest, The Smithsonian Innovation in Art event, and Baltimore Artscape, and Blank Arcade. He has a Masters Degree in Architecture from The Catholic University of America in Washington, DC.


Descriere

In this book, veteran game developers, academics, journalists, and others provide their processes and experiences with level design.