Video Game Level Design - Michael Salmond

Video Game Level Design

How to Create Video Games with Emotion, Interaction, and Engagement

(Autor)

Buch | Softcover
192 Seiten
2021
Bloomsbury Academic (Verlag)
978-1-350-01572-2 (ISBN)
41,10 inkl. MwSt
Level design connects the player to the game through challenges, experiences, and emotions. This book is an invaluable introduction to the evolving practices of Level Designers across the games industry. The increasingly complex role of the Level Designer requires technical and creative skill as it brings together architecture, art, player psychology, interaction design, usability, and experience design. This book explores in detail the principles designers employ when planning levels and building engaging spaces for the player. As well as practical approaches to level design, the book delves into the theoretical underpinnings of the processes and charts a path towards thinking like a Level Designer.

Throughout the book you will be guided through the fundamentals of level design: each chapter builds on the types of research, ideation, best practices, and methodologies Level Designers employ when creating prototypes and shipped games. A series of interviews with designers and case studies from game studios examine the application of industry-wide expertise used to create triple-A and indie game titles. By the end of this book you will have gained valuable insight into the role of a Level Designer and be able to devise, plan, and build your own engaging and entertaining game levels.

Michael Salmond is program coordinator of the Digital Media Design B.A. program at Florida Gulf Coast University, USA. He is the author of The Fundamentals of Interactive Design (2015) and Video Game Design: Principles and Practices from the Ground Up (2017). He has published scholarly papers on video gaming and is an active game developer and interaction designer.

1. What Is Level Design?
2. Creating Immersive, Believable Worlds
3. Design for Narrative
4. Environment Design vs Level Design
5. Building Worlds
6. Design for Single & Multiplayer
7. Level Design is Agile Design
8. The Language of Level Design
9. Prototyping Level Design
10. The Game Is the Level, the Level Is the Game
11. Communication and Final Touches
12. Where to Next?

Erscheinungsdatum
Zusatzinfo 208 colour illus
Verlagsort London
Sprache englisch
Maße 210 x 270 mm
Gewicht 664 g
Themenwelt Informatik Software Entwicklung Spieleprogrammierung
Mathematik / Informatik Mathematik Angewandte Mathematik
Mathematik / Informatik Mathematik Finanz- / Wirtschaftsmathematik
ISBN-10 1-350-01572-5 / 1350015725
ISBN-13 978-1-350-01572-2 / 9781350015722
Zustand Neuware
Haben Sie eine Frage zum Produkt?
Mehr entdecken
aus dem Bereich
2D- und 3D-Spiele entwickeln

von Thomas Theis

Buch | Softcover (2023)
Rheinwerk (Verlag)
29,90