Fr. 80.00

Level Design - Processes and Experiences

English · Paperback / Softback

Shipping usually within 1 to 3 weeks (not available at short notice)

Description

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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

List 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   
 

Summary

In this book, veteran game developers, academics, journalists, and others provide their processes and experiences with level design.

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