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Level Design: Processes and Experiences [Minkštas viršelis]

3.91/5 (11 ratings by Goodreads)
(American University, Washington, DC, USA)
  • Formatas: Paperback / softback, 408 pages, aukštis x plotis: 234x156 mm, weight: 639 g, 100 Illustrations, black and white
  • Išleidimo metai: 01-Feb-2022
  • Leidėjas: Taylor & Francis Ltd
  • ISBN-10: 1032276711
  • ISBN-13: 9781032276717
Kitos knygos pagal šią temą:
  • Formatas: Paperback / softback, 408 pages, aukštis x plotis: 234x156 mm, weight: 639 g, 100 Illustrations, black and white
  • Išleidimo metai: 01-Feb-2022
  • Leidėjas: Taylor & Francis Ltd
  • ISBN-10: 1032276711
  • ISBN-13: 9781032276717
Kitos knygos pagal šią temą:

In this book, veteran game developers, academics, journalists, and others provide their processes and experiences with level design.



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
  • Acknowledgments xi
    Editor xiii
    Contributors xv
    Introduction xxi
    SECTION I Experiencing Levels
    Chapter 1 Kamuro Nights: A Personal Retrospective of the Yakuza Series
    3(16)
    Gavin Greene
    Chapter 2 Cracking the Resident Evil Puzzle Box
    19(34)
    Daniel Johnson
    Chapter 3 From Construction to Perception: Three Views of Level Design for Story-Driven Games
    53(26)
    Huaxin Wei
    Chaoguang Wang
    Chapter 4 Everything I Learned about Level Design at an Orlesian Ball
    79(22)
    Heidi McDonald
    SECTION II Designing Levels
    Chapter 5 Hell, Hyboria, and Disneyland: The Origins and Inspirations of Themed Video Game Level Design
    101(20)
    Scott Rogers
    Chapter 6 Level Design Practices for Independent Games
    121(18)
    Fares Kayali
    Josh Ortner
    Chapter 7 Making the Most of Audio in Characterization, Narrative Structure, and Level Design
    139(20)
    Chanei Summers
    Chapter 8 Procedural Content Generation: An Overview
    159(26)
    Gillian Smith
    SECTION III Constructing Levels
    Chapter 9 P.T. and the Play of Stillness
    185(20)
    Brian Upton
    Chapter 10 The Illusion of Choice: How to Hide the Linearity of Levels from Players
    205(12)
    Joao Raza
    Beniamin Carter
    Chapter 11 Integrating Procedural and Handmade Level Design
    217(26)
    Mark R. Johnson
    Chapter 12 Level Design Planning for Open-World Games
    243(32)
    Joel Burgess
    SECTION IV Testing Levels
    Chapter 13 Play-Personas: Mental Tools for Player-Centered Level Design
    275(20)
    Alessandro Canossa
    Chapter 14 Evaluating Level Design Using Public Events
    295(14)
    Jonathan Moriarty
    Chapter 15 The Rule of 27s: A Comparative Analysis of 2D Screenspace and Virtual Reality Environment Design
    309(14)
    Hadar Silverman
    Chapter 16 Expression versus Experience: Balancing Art and Usability Needs in Level Design
    323(34)
    Christopher W. Totten
    Conclusion 357(2)
    Index 359
    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.