Level Design
CRC Press (Verlag)
978-1-138-02535-6 (ISBN)
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Level Design: Best Practices from the Best in the Business is a culmination of the best content from the first four years of the Level Design in a Day tutorial presented annually at the Game Developers Conference in San Francisco, CA. From humble origins in Joel Burgess’ soulful 2010 talk "Level Designer, Storyteller" to Matthias Worch’s landmark 2013 dissection of the fundamental change in human communication, this book presents advanced concepts in level design, game design and narrative development for games in 25 focused, illustrative, entertaining segments.
Like other segmented books of its nature – Game Programming Gems, for example – Level Design provides readers with a variety of perspectives on high-level challenges from some of the best, most respected level designers in the industry. This book is not meant to be a 101-level introduction, but more a deep exploration of the art of level design and the role of the level designer within this constantly evolving craft.
Culled from the hundreds of slides presented over the past 4 years of Level Design in a Day tutorials this book reflects the diverse teaching methodologies of respected speakers
Feature boxes provide commentary outside o the core flow, with transcribed "Best of" Q&A from past tutorials
Gain deep insights into the level design process for our industry’s biggest games, including Gears of War, Bioshock and Skyrim
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Editor Coray Seifert is the Vice President of Product Development at Slingo, where he drives product quality and innovation across the online, social, and mobile markets. For more than a decade, Coray has developed games as a designer, writer and producer for companies like THQ's Kaos Studios, Large Animal Games and the US Department of Defense. He has shipped over 30 games for PC, console, and mobile, including Zynga Slingo, Homefront, and the award-winning indie hit Rocketbowl. A Lifetime Member of the International Game Developers Association, Coray was elected to the IGDA's Board of directors in 2007 at the age of 27; the youngest board member in IGDA history. Coray teaches game design at Rutgers University and is the creator and moderator of the highly-rated Level Design in a Day tutorial series at the Game Developers Conference.
Forward by Coray Seifert
Once Upon a Time: Giving Players the Freedom to Create Their Own Story
Modular Kit Building for Skyrim
Architecting a Multiverse - Cooperative Play in Dead Space 3
Taking to the Player - How Cultural Currents Shape Game and Level Design
50 Questions to Ask Yourself When Your Level Sucks
Layout Fundamentals & Tips
Pacing Fundamentals & Tips
Building a Universe Through Details
A Picture is Worth 1024 Words
Player Stories, Designer Stories and Narrative Agency
Pursuing Elegance in the Creative Process
The Legacy of Fail
Creating Fun Through Fear
The Level Design Process: Whitebox to Final Release
Scaping the Goat: "Bad" Level Design
Level Design as a Conduit for Game Design
Motivating Players in Open-World Games
What it Means to be a Level Designer
Level Designers, Core Space Creation and Level Flow
Tools: Making a Better Game
Cover and Sightline Placement and Design
Level Design Preproduction
Production: The Thrilling World of Workflow
Level Designer, Storyteller: Building and Supporting Narrative Through Level Design
Index
Erscheint lt. Verlag | 1.1.2016 |
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Verlagsort | London |
Sprache | englisch |
Themenwelt | Informatik ► Grafik / Design ► Film- / Video-Bearbeitung |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
Mathematik / Informatik ► Informatik ► Web / Internet | |
ISBN-10 | 1-138-02535-6 / 1138025356 |
ISBN-13 | 978-1-138-02535-6 / 9781138025356 |
Zustand | Neuware |
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