Level Design

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Details

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

Autorentext

Christopher Totten is the Game Artist in Residence at American University and the founder of independent developer Pie for Breakfast Studios. He is also the founder of the Smithsonian American Art Museum Indie Arcade and an advocate for bringing games to museums and cultural institutions. Totten is an active writer in the game industry, with articles featured in industry journals, chapters in several academic publications, and two books: Game Character Creation in Blender and Unity (Wiley 2012) and An Architectural Approach to Level Design (CRC, 2014.) He has also spoken at GDC China, Foundations Of Digital Games (FDG), East Coast Game Conference, Digital Games Research Association (DiGRA) conference, and Games For Change. He has displayed his games at MAGFest, The Smithsonian Innovation in Art event, and Baltimore Artscape, and Blank Arcade. He has a Masters Degree in Architecture from The Catholic University of America in Washington, DC.


Inhalt

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*

Weitere Informationen

  • Allgemeine Informationen
    • GTIN 09781032276717
    • Anzahl Seiten 408
    • Genre Programming Languages
    • Herausgeber A K Peters/CRC Press
    • Gewicht 639g
    • Untertitel Processes and Experiences
    • Größe H234mm x B156mm
    • Jahr 2022
    • EAN 9781032276717
    • Format Kartonierter Einband
    • ISBN 978-1-03-227671-7
    • Veröffentlichung 01.02.2022
    • Titel Level Design
    • Autor Totten Christopher W.
    • Sprache Englisch

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