Level Design - Christopher W. Totten

Level Design

Processes and Experiences
Buch | Softcover
378 Seiten
2016
Productivity Press (Verlag)
978-1-4987-4505-5 (ISBN)
56,10 inkl. MwSt
  • Titel erscheint in neuer Auflage
  • Artikel merken
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

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.  

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   


 

Erscheinungsdatum
Zusatzinfo 100 Illustrations, black and white
Verlagsort Portland
Sprache englisch
Maße 156 x 234 mm
Gewicht 567 g
Themenwelt Informatik Grafik / Design Film- / Video-Bearbeitung
Informatik Software Entwicklung Spieleprogrammierung
ISBN-10 1-4987-4505-9 / 1498745059
ISBN-13 978-1-4987-4505-5 / 9781498745055
Zustand Neuware
Haben Sie eine Frage zum Produkt?
Mehr entdecken
aus dem Bereich
Das umfassende Handbuch

von Philippe Fontaine; Burghard Vogel

Buch | Hardcover (2023)
Rheinwerk (Verlag)
79,90
Schritt für Schritt zum perfekten Film: Videoschnitt, Effekte, Sound

von Robert Klaßen

Buch | Hardcover (2021)
Rheinwerk (Verlag)
49,90