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LEVEL DESIGN. PROCESSES AND EXPERIENCES
Título:
LEVEL DESIGN. PROCESSES AND EXPERIENCES
Subtítulo:
Autor:
TOTTEN, C
Editorial:
ROUTLEDGE
Año de edición:
2022
Materia
3D, GRAFICOS Y ANIMACION - GENERAL
ISBN:
978-1-032-27671-7
Páginas:
408
52,50 €

 

Sinopsis

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

Table of Contents

Chapter 1. Kamuro Nights: A Personal Retrospective of the Yakuza Series Gavin Greene

Chapter 2. Cracking the Resident Evil Puzzle Box Daniel Johnson

Chapter 3.From Construction to Perception: Three Views of Level Design for Story-Driven Games Huaxin Wei and Chaoguang Wang

Chapter 4. Everything I Learned About Level Design at an Orlesian Ball Heidi McDonald

Chapter 5. Hell, Hyboria, and Disneyland; The Origins and Inspirations of Themed Video Game Level Design Scott Rogers

Chapter 6. Level Design Practices for Independent Games Fares Kayali and Josef Ortner

Chapter 7. Making the Most of Audio in Characterization, Narrative Structure, and Level Design Chanel Summers

Chapter 8. Procedural Content Generation: An Overview Gillian Smith

Chapter 9. P.T. and the Play of Stillness Brian Upton

Chapter 10. The Illusion of Choice - How to Hide the Linearity of Levels from Players Joao Raza and Benjamin Carter

Chapter 11. Integrating Procedural and Handmade Level Design Dr. Mark R. Johnson

Chapter 12. Level Design Planning for Open World Games Joel Burgess PART 4: TESTING LEVELS

Chapter 13. Play-Personas: Mental Tools for Player-Centered Level Design Alessandro Canossa

Chapter 14. Evaluating Level Design Using Public Events Jonathan Moriarty

Chapter 15. The Rule of 27's: A Comparative Analysis of 2D Screenspace and Virtual Reality Environment Design Hadar Silverman

Chapter 16. Expression vs. Experience: Balancing Art and Usability Needs in Level Design Christopher W. Totten