Fundamental Level Design and Analysis
A to B
Seiten
2024
CRC Press (Verlag)
978-1-032-52870-0 (ISBN)
CRC Press (Verlag)
978-1-032-52870-0 (ISBN)
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This book provides a starting point for anyone interested in level and game design with zero prior knowledge. By analysing existing games and levels it introduces good design ideas and works towards communicating them in either design or practical methods.
This book provides a starting point for anyone interested in level and game design with zero prior knowledge. By analysing existing games and levels, it introduces good design ideas and works towards communicating them in either design or practical methods. The book covers a multitude of design standards and showcases relatively easy methods of communicating ideas to an industry standard.
This book uses step-by-step discussion to show how and why certain methodologies work, and covers the key topics needed to understand level design, including mapping, blockouts, flow maps, critical paths, and affordance.
This book will be suitable for undergraduate students studying game design courses, as well as those looking to learn the basics of level design.
This book provides a starting point for anyone interested in level and game design with zero prior knowledge. By analysing existing games and levels, it introduces good design ideas and works towards communicating them in either design or practical methods. The book covers a multitude of design standards and showcases relatively easy methods of communicating ideas to an industry standard.
This book uses step-by-step discussion to show how and why certain methodologies work, and covers the key topics needed to understand level design, including mapping, blockouts, flow maps, critical paths, and affordance.
This book will be suitable for undergraduate students studying game design courses, as well as those looking to learn the basics of level design.
Michael Beardwood is the course leader for Computer Games Design at Staffordshire University, one of the biggest games design courses in the UK, and has been teaching games design and tech for over a decade.
Chapter 0. Introduction.
Chapter 1. Identifying the Key Features of Level Design.
Chapter 2. Abstraction of level analysis and creation.
Chapter 3. Methods of Deconstruction and Construction.
Chapter 4. Advancing Designs.
Chapter 5. Tricks of the Trade.
Chapter 6. Let’s Design – Side Scroller.
Chapter 7. Let’s Design FPS.
Chapter 8. Let’s Design – Open World.
Erscheinungsdatum | 13.11.2024 |
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Zusatzinfo | 2 Line drawings, color; 109 Halftones, color; 111 Illustrations, color |
Verlagsort | London |
Sprache | englisch |
Maße | 156 x 234 mm |
Themenwelt | Kunst / Musik / Theater |
Informatik ► Grafik / Design ► Film- / Video-Bearbeitung | |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
ISBN-10 | 1-032-52870-2 / 1032528702 |
ISBN-13 | 978-1-032-52870-0 / 9781032528700 |
Zustand | Neuware |
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