Totten | An Architectural Approach to Level Design | Buch | 978-1-4665-8541-6 | www.sack.de

Buch, Englisch, 472 Seiten, Format (B × H): 156 mm x 234 mm, Gewicht: 657 g

Totten

An Architectural Approach to Level Design


1. Auflage 2014
ISBN: 978-1-4665-8541-6
Verlag: Taylor & Francis

Buch, Englisch, 472 Seiten, Format (B × H): 156 mm x 234 mm, Gewicht: 657 g

ISBN: 978-1-4665-8541-6
Verlag: Taylor & Francis


Explore Level Design through the Lens of Architectural and Spatial Experience Theory

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, providing information useful to both academics and game development professionals.
Understand Spatial Design Principles for Game Levels in 2D, 3D, and Multiplayer Applications

The book presents architectural techniques and theories for level designers to use in their 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 this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory.
Create Meaningful User Experiences in Your Games

Bringing together topics in game design and architecture, this book helps designers create better spaces for their games. Software independent, the book discusses tools and techniques that designers can use in crafting their interactive worlds.

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Zielgruppe


Level designers, game designers, and game development professionals; undergraduate/graduate students in game design courses.


Autoren/Hrsg.


Weitere Infos & Material


A Brief History of Architecture and Level Design. Tools and Techniques for Level Design. Basic Gamespaces. Teaching in Levels through Visual Communication. Introducing Emotional Level Design through Survival Instincts. Enticing Players with Reward Spaces. Storytelling in Gamespace. Possibility Spaces and Worldbuilding. Influencing Social Interaction with Level Design. Enhancing Level Design with Music and Sounds. Real-World Adaptive Level Design.


Christopher Totten is an assistant professor of game design at George Mason University with a master’s degree in architecture from the Catholic University of America. He recently founded an indie game studio, Pie for Breakfast Studios, and has previously worked on several indie mobile and serious game projects as an artist, art director, animator, level designer, and producer. He has written articles for Gamasutra, VideoGameWriters, and GameCareerGuide as well as the book Game Character Creation with Blender and Unity. He is a steering committee member for the IGDA Washington, D.C. chapter and has been featured at GDC China, East Coast Game Conference, DiGRA, and other industry events.



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