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E-grāmata: Architectural Approach to Level Design: Second edition

4.31/5 (127 ratings by Goodreads)
(American University, Washington, DC, USA)
  • Formāts: 625 pages
  • Izdošanas datums: 25-Apr-2019
  • Izdevniecība: A K Peters
  • Valoda: eng
  • ISBN-13: 9781351116299
  • Formāts - PDF+DRM
  • Cena: 71,37 €*
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  • Formāts: 625 pages
  • Izdošanas datums: 25-Apr-2019
  • Izdevniecība: A K Peters
  • Valoda: eng
  • ISBN-13: 9781351116299

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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.
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 .
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.