Buch, Englisch, 650 Seiten, Format (B × H): 178 mm x 254 mm
Buch, Englisch, 650 Seiten, Format (B × H): 178 mm x 254 mm
ISBN: 978-1-003-86320-5
Verlag: Taylor & Francis
This book explores the principles of level design through the context and history of architecture. Written by a game developer and professor trained in architecture, it is one of the first books to integrate architectural and spatial design theory with the field of level design.
Fully updated for this third edition, author Christopher W. Totten presents architectural techniques and theories for you to use in your own work. The book 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. The new edition maintains a focus on player-focused design in handmade levels while addressing the ever-evolving technical pipeline.
Throughout the text, you will learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. This third edition contains a brand-new chapter on how to build levels that better connect with players and hold their interest over longer periods of gameplay, in addition to fully updated references, brand new industry perspectives, as well as a greater emphasis on practical elements of level design throughout.
KEY 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, it discusses tools and techniques that you can use in crafting your interactive worlds.
Zielgruppe
Professional Practice & Development and Undergraduate Advanced
Autoren/Hrsg.
Fachgebiete
Weitere Infos & Material
Chapter 1 “A Brief History of Architecture and Level Design”
Industry Perspectives: Ryan Scavnicki
Chapter 2 “Drawing for Level Designers”
Industry Perspectives: Nina Marotta
Chapter 3 “Level Design Workflows”
Industry Perspectives: Robin-Yann Storm
Chapter 4 “Basic Gamespaces”
Chapter 5 “Communicating through Environment Art”
Industry Perspectives: Jerry Belich
Chapter 6 “Building Exciting Levels with Dangerous Architecture”
Industry Perspectives: Camden Bayer
Chapter 7 “Influencing Social Interaction with Level Design”
Industry Perspectives: Kelli Dunlap
Chapter 8 “Enticing Players with Rewarding Spaces”
Industry Perspectives: Dennis Micka
Chapter 9 “Level 1–1: The Tutorial Level”
Industry Perspectives: Melanie Stegman
Chapter 10 “Storytelling in Gamespaces”
Industry Perspectives: Lauryn Ash
Chapter 11 “Possibility Spaces and Worldbuilding”
Industry Perspectives: Dr. Umran Ali
Chapter 12 “How to Love Game Spaces”
Industry Perspectives: Leo Mah
Chapter 13 “Working with Procedurally Generated Levels”
Industry Perspectives: Chris Barney
Chapter 14 “Sound, Music, and Rhythm in Level Design”
Chapter 15 Conclusion




