Level Design: Principles and Practices from the Ground Up |
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viii | |
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Chapter One Getting Started: Research and Preproduction |
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1 | (16) |
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The Preproduction Process |
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2 | (1) |
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Level Design Preproduction |
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2 | (2) |
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4 | (2) |
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6 | (2) |
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8 | (2) |
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10 | (1) |
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10 | (7) |
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Chapter Two The Principles of Level Design |
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17 | (18) |
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The 10 Principles of Good Level Design |
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18 | (1) |
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Applying the Level Design Principles |
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19 | (1) |
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Principle 1 Good Level Design Is Fun to Navigate |
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19 | (1) |
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Principle 2 Good Level Design Does Not Rely on Words to Tell the Story |
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20 | (2) |
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Principle 3 Good Level Design Tells What, but Not How |
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22 | (2) |
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Principle 4 Good Level Design Constantly Teaches |
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24 | (2) |
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Principle 5 Good Level Design Is Surprising |
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26 | (1) |
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Principle 6 Good Level Design Empowers the Player |
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27 | (1) |
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Principle 7 Good Level Design Is Easy, Medium, and Hard |
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28 | (1) |
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Principle 8 Good Level Design Is Efficient |
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29 | (1) |
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Principle 9 Good Level Design Will Create Emotion |
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30 | (2) |
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Principle 10 Good Level Design Is Driven by Mechanics |
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32 | (1) |
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33 | (2) |
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Chapter Three Constraints, Player Flow, and Objectives |
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35 | (20) |
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36 | (1) |
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Scale, Integration, and Proportion |
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37 | (5) |
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Flow, Critical Paths, and Intensity |
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42 | (1) |
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42 | (1) |
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43 | (1) |
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44 | (1) |
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44 | (1) |
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Varying the Level for Maximum Enjoyment |
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45 | (1) |
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46 | (2) |
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48 | (7) |
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Chapter Four The Player: Motivations, Psychology, and Behaviors |
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55 | (16) |
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56 | (2) |
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58 | (1) |
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Speed, Pacing, and Distance |
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59 | (1) |
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59 | (1) |
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60 | (1) |
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60 | (2) |
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No Straight Paths and Maps as Reward |
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62 | (2) |
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64 | (1) |
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65 | (1) |
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66 | (5) |
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Chapter Five The Anatomy of Level Design |
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71 | (18) |
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Breaking Down a Level's Design |
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72 | (6) |
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Analyzing a Game's Level for Pacing |
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78 | (2) |
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80 | (1) |
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80 | (2) |
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The Branching or Nonlinear Model |
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82 | (1) |
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83 | (1) |
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The Open or Emergent Model |
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84 | (1) |
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85 | (4) |
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Chapter Six The Process of Level Design |
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89 | (20) |
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Level Designers Are Gatekeepers |
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90 | (2) |
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92 | (1) |
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93 | (2) |
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95 | (1) |
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96 | (4) |
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100 | (2) |
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102 | (1) |
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103 | (1) |
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104 | (5) |
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Chapter Seven Modular Level |
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109 | (14) |
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Design and Environment Art Why Use Modular? |
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110 | (1) |
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Modular Level Design Is a System |
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111 | (2) |
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113 | (1) |
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Complexity through Simplicity |
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114 | (1) |
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Stress Testing and Prototyping |
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115 | (1) |
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Surfaces, Shaders, and Materials |
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116 | (1) |
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117 | (6) |
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Chapter Eight Designing Nonplayer Behaviors and Encounters |
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123 | (18) |
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Artificial Intelligence, Bringing the World to Life (Sort Of) |
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124 | (1) |
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125 | (3) |
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Adaptive and Predictive Systems |
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128 | (2) |
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130 | (1) |
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131 | (2) |
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133 | (8) |
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Chapter Nine Combat Design and Multiplayer Design |
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141 | (14) |
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142 | (2) |
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Breaking Down Combat Design |
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144 | (1) |
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Detail Is Important, Even in Combat |
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145 | (3) |
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Level Design for Multiplayer |
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148 | (2) |
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Framing and Composition for Multiplayer |
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150 | (1) |
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151 | (2) |
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153 | (1) |
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154 | (1) |
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155 | (1) |
Next Steps |
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155 | (8) |
Bibliography and Game Credits |
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163 | (5) |
Index |
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168 | |