A Practical Guide to Level Design - Benjamin Bauer

A Practical Guide to Level Design

From Theory to Practice, Diplomacy and Production

(Autor)

Buch | Softcover
348 Seiten
2023
CRC Press (Verlag)
978-1-032-23089-4 (ISBN)
56,10 inkl. MwSt
Written by a AAA industry expert with over twenty years of experience, this book gives a realistic and practical insight into the complex work of being a level designer. It covers everything from practical production skills to the social and soft skills needed to become a successful level designer in the games industry.
Written by an AAA industry expert with over 20 years of experience, this book offers comprehensive coverage of the practical skills that all successful level designers need to have. It covers everything from practical production skills to the social and soft skills required to thrive in the gaming industry.

This book begins with a theoretical and abstract approach that sets a common language for the later hard-skill applications and practical examples. These later chapters cover a wealth of practical skills for use during the concept phase, while creating layouts, scripting, and working with AI. This book includes essential chapters on topics such as social skills, soft skills, world-building, level design direction, production, as well as how to gain employment in the industry.

This book will be of great interest to all level designers, content leads, and directors looking to enhance their skillset. It will also appeal to students of level and game design looking for tips on how to break into the industry.

Ben Bauer has been working in the gaming industry since 2003. He previously held lead roles at Crytek and Ubisoft and is currently the Creative Director at Plan A Collective.

Section I: Book and Level Design Introduction. Chapter 1: Book Introduction. Chapter 2: Definition of Level Design and Level Designers. Section II: Production and Social Skills. Chapter 3: Level Design Production. Chapter 4: Diplomacy of Level Design. Chapter 5: Teamwork and Leadership Tools. Section III. Level Design Theory. Chapter 6: About Vision, Pillars, and Direction. Chapter 7: Abstract Level Design. Chapter 8: The Big Picture. Chapter 9: High-Level Layouts. Chapter 10: Connective Tissue. Section IV: Practical: How to Get Started. Chapter 11: Concept Phase. Chapter 12: First Steps. Section V: Practical: Layouts. Chapter 13: Cover, Flow, and Player Leading. Chapter 14: Scenarios and Location Types. Section VI: Practical: Technical Aspects and Game Design. Chapter 15: Scripting and Technical. Chapter 16: Working with Ingredients. Section VII: Closing Topics. Chapter 17: Closing and Shipping. Chapter 18: Becoming a Level Designer.

Erscheinungsdatum
Zusatzinfo 13 Tables, black and white; 105 Line drawings, color; 19 Halftones, color; 124 Illustrations, color
Verlagsort London
Sprache englisch
Maße 178 x 254 mm
Gewicht 1100 g
Themenwelt Kunst / Musik / Theater
Informatik Grafik / Design Film- / Video-Bearbeitung
Informatik Software Entwicklung Spieleprogrammierung
ISBN-10 1-032-23089-4 / 1032230894
ISBN-13 978-1-032-23089-4 / 9781032230894
Zustand Neuware
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