Buch, Englisch, 408 Seiten, Format (B × H): 156 mm x 234 mm, Gewicht: 748 g
Processes and Experiences
Buch, Englisch, 408 Seiten, Format (B × H): 156 mm x 234 mm, Gewicht: 748 g
ISBN: 978-1-138-62880-9
Verlag: CRC Press
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
Zielgruppe
Professional Practice & Development
Autoren/Hrsg.
Fachgebiete
Weitere Infos & Material
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