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Video Game Level Design: How to Create Video Games with Emotion, Interaction, and Engagement [Minkštas viršelis]

3.78/5 (18 ratings by Goodreads)
(Florida Gulf Coast University, USA)
  • Formatas: Paperback / softback, 192 pages, aukštis x plotis x storis: 268x210x14 mm, weight: 690 g, 208 colour illus
  • Išleidimo metai: 11-Feb-2021
  • Leidėjas: Bloomsbury Academic
  • ISBN-10: 1350015725
  • ISBN-13: 9781350015722
  • Formatas: Paperback / softback, 192 pages, aukštis x plotis x storis: 268x210x14 mm, weight: 690 g, 208 colour illus
  • Išleidimo metai: 11-Feb-2021
  • Leidėjas: Bloomsbury Academic
  • ISBN-10: 1350015725
  • ISBN-13: 9781350015722

Level design connects the player to the game through challenges, experiences, and emotions. This book is an invaluable introduction to the evolving practices of Level Designers across the games industry. The increasingly complex role of the Level Designer requires technical and creative skill as it brings together architecture, art, player psychology, interaction design, usability, and experience design. This book explores in detail the principles designers employ when planning levels and building engaging spaces for the player. As well as practical approaches to level design, the book delves into the theoretical underpinnings of the processes and charts a path towards thinking like a Level Designer.

Throughout the book you will be guided through the fundamentals of level design: each chapter builds on the types of research, ideation, best practices, and methodologies Level Designers employ when creating prototypes and shipped games. A series of interviews with designers and case studies from game studios examine the application of industry-wide expertise used to create triple-A and indie game titles. By the end of this book you will have gained valuable insight into the role of a Level Designer and be able to devise, plan, and build your own engaging and entertaining game levels.

Recenzijos

A pragmatic approach to level design that captures the critical elements needed to conceptualize and create meaningful player experiences. Michael Salmond uses practical and straightforward examples to clearly define and explore the key considerations of game and level designers alike. The content is diverse covering many topics, yet succinct and to the point. This book fills a critical void for video game education. * Johnny Luce, co-owner, software designer, and engineer at augzoo * This is an excellent book on level design, with a wealth of up-to-date and varied examples. It is highly visual and extremely readable, giving a comprehensive view of the area in a way that is colorful and engaging, whilst maintaining a good level of technicality. It is ideal for students studying game design, in order to develop their understanding of the theories and practices involved in level design as a specialism * J. Weinel, University of Greenwich, UK *

Daugiau informacijos

Explains what level design is and how to use it to make engaging video games.
Level Design: Principles and Practices from the Ground Up viii
Chapter One Getting Started: Research and Preproduction
1(16)
The Preproduction Process
2(1)
Level Design Preproduction
2(2)
Research
4(2)
Essential Tools
6(2)
Blocking Out, Early On
8(2)
Production
10(1)
Summary
10(7)
Chapter Two The Principles of Level Design
17(18)
The 10 Principles of Good Level Design
18(1)
Applying the Level Design Principles
19(1)
Principle 1 Good Level Design Is Fun to Navigate
19(1)
Principle 2 Good Level Design Does Not Rely on Words to Tell the Story
20(2)
Principle 3 Good Level Design Tells What, but Not How
22(2)
Principle 4 Good Level Design Constantly Teaches
24(2)
Principle 5 Good Level Design Is Surprising
26(1)
Principle 6 Good Level Design Empowers the Player
27(1)
Principle 7 Good Level Design Is Easy, Medium, and Hard
28(1)
Principle 8 Good Level Design Is Efficient
29(1)
Principle 9 Good Level Design Will Create Emotion
30(2)
Principle 10 Good Level Design Is Driven by Mechanics
32(1)
Summary
33(2)
Chapter Three Constraints, Player Flow, and Objectives
35(20)
Technical Constraints
36(1)
Scale, Integration, and Proportion
37(5)
Flow, Critical Paths, and Intensity
42(1)
Flow
42(1)
Critical Path
43(1)
Intensity Ramping
44(1)
Balancing the Level
44(1)
Varying the Level for Maximum Enjoyment
45(1)
Objectives
46(2)
Summary
48(7)
Chapter Four The Player: Motivations, Psychology, and Behaviors
55(16)
The Door Problem
56(2)
Motivating the Player
58(1)
Speed, Pacing, and Distance
59(1)
Navigating without Maps
59(1)
Curiosity
60(1)
Landmarks
60(2)
No Straight Paths and Maps as Reward
62(2)
Foreshadowing
64(1)
Lighting the Way
65(1)
Summary
66(5)
Chapter Five The Anatomy of Level Design
71(18)
Breaking Down a Level's Design
72(6)
Analyzing a Game's Level for Pacing
78(2)
Level Design Models
80(1)
The Linear Model
80(2)
The Branching or Nonlinear Model
82(1)
The Hub-and-Spoke Model
83(1)
The Open or Emergent Model
84(1)
Summary
85(4)
Chapter Six The Process of Level Design
89(20)
Level Designers Are Gatekeepers
90(2)
The Iteration Process
92(1)
The Pitch
93(2)
Pass 1 Layout
95(1)
Pass 2 Encounters
96(4)
Pass 3 Core Complete
100(2)
Beauty Pass
102(1)
Final Pass: Polish
103(1)
Summary
104(5)
Chapter Seven Modular Level
109(14)
Design and Environment Art Why Use Modular?
110(1)
Modular Level Design Is a System
111(2)
The Grid
113(1)
Complexity through Simplicity
114(1)
Stress Testing and Prototyping
115(1)
Surfaces, Shaders, and Materials
116(1)
Summary
117(6)
Chapter Eight Designing Nonplayer Behaviors and Encounters
123(18)
Artificial Intelligence, Bringing the World to Life (Sort Of)
124(1)
Choice Architecture
125(3)
Adaptive and Predictive Systems
128(2)
AI Director Systems
130(1)
Emergent Behaviors
131(2)
Summary
133(8)
Chapter Nine Combat Design and Multiplayer Design
141(14)
Combat and Level Design
142(2)
Breaking Down Combat Design
144(1)
Detail Is Important, Even in Combat
145(3)
Level Design for Multiplayer
148(2)
Framing and Composition for Multiplayer
150(1)
Multiplayer Definitions
151(2)
Sightlines and Exploits
153(1)
PvP No AI Required
154(1)
Summary
155(1)
Next Steps 155(8)
Bibliography and Game Credits 163(5)
Index 168
Michael Salmond is program coordinator of the Digital Media Design B.A. program at Florida Gulf Coast University, USA. He is the author of The Fundamentals of Interactive Design (2015) and Video Game Design: Principles and Practices from the Ground Up (2017). He has published scholarly papers on video gaming and is an active game developer and interaction designer.