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Autor(en): 
  • Totten Christopher W.
  • Architectural Approach to Level Design: Second edition 
     

    (Buch)
    Dieser Artikel gilt, aufgrund seiner Grösse, beim Versand als 3 Artikel!


    Übersicht

    Auf mobile öffnen
     
    Lieferstatus:   Auf Bestellung (Lieferzeit unbekannt)
    Veröffentlichung:  Mai 2019  
    Genre:  EDV / Informatik 
     
    architectural theory for game design / Bioshock Infinite / cad software / Computer Programming / Software Development / Computer programming / software engineering / COMPUTERS / Design, Graphics & Media / Graphics Tools / COMPUTERS / Programming / Games / COMPUTERS / Programming / General
    ISBN:  9780815361374 
    EAN-Code: 
    9780815361374 
    Verlag:  Taylor and Francis 
    Einband:  Gebunden  
    Sprache:  English  
    Dimensionen:  H 234 mm / B 156 mm / D  
    Gewicht:  1460 gr 
    Seiten:  626 
    Illustration:  Zeichnungen, farbig, Tabellen, schwarz-weiss 
    Bewertung: Titel bewerten / Meinung schreiben
    Inhalt:

    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.

    Now in its second edition, An Architectural Approach to Level Design presents architectural techniques and theories for you to use in your 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 that space. It also addresses industry issues like how to build interesting tutorial levels and how to use computer-generated level design systems without losing the player-focused design of handmade levels. Throughout the text, you will learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory.

    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, the book discusses tools and techniques that you can use in crafting your interactive worlds.

      



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