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:
Die Inhaltsangabe kann sich auf eine andere Ausgabe dieses Titels beziehen.
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.
In this book, veteran game developers, academics, journalists, and others provide their processes and experiences with level design.
„Über diesen Titel“ kann sich auf eine andere Ausgabe dieses Titels beziehen.
Anbieter: medimops, Berlin, Deutschland
Zustand: as new. Wie neu/Like new. Artikel-Nr. M01032276711-N
Anzahl: 1 verfügbar
Anbieter: Chiron Media, Wallingford, Vereinigtes Königreich
Paperback. Zustand: New. Brand new book, sourced directly from publisher. Dispatch time is 7-8 days from our warehouse. Book will be sent in robust, secure packaging to ensure it reaches you securely. Artikel-Nr. 6666-TNFPD-9781032276717
Anzahl: 5 verfügbar
Anbieter: GreatBookPricesUK, Woodford Green, Vereinigtes Königreich
Zustand: New. Artikel-Nr. 44151595-n
Anzahl: Mehr als 20 verfügbar
Anbieter: GreatBookPricesUK, Woodford Green, Vereinigtes Königreich
Zustand: As New. Unread book in perfect condition. Artikel-Nr. 44151595
Anzahl: Mehr als 20 verfügbar
Anbieter: California Books, Miami, FL, USA
Zustand: New. Artikel-Nr. I-9781032276717
Anzahl: Mehr als 20 verfügbar
Anbieter: Biblios, Frankfurt am main, HESSE, Deutschland
Zustand: New. Artikel-Nr. 18390146952
Anzahl: 3 verfügbar
Anbieter: Ria Christie Collections, Uxbridge, Vereinigtes Königreich
Zustand: New. In English. Artikel-Nr. ria9781032276717_new
Anzahl: Mehr als 20 verfügbar
Anbieter: Rarewaves.com USA, London, LONDO, Vereinigtes Königreich
Paperback. Zustand: New. 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 wordsDiscover best-practices for creating levels for persuasive play and designing collaborativelyOffers analysis methods for better understanding game worlds and how they function in response to gameplayFind your own preferred method of level design by learning the processes of multiple industry veterans. Artikel-Nr. LU-9781032276717
Anzahl: Mehr als 20 verfügbar
Anbieter: Revaluation Books, Exeter, Vereinigtes Königreich
Paperback. Zustand: Brand New. 378 pages. 9.19x6.13x1.22 inches. In Stock. Artikel-Nr. x-1032276711
Anzahl: 2 verfügbar
Anbieter: preigu, Osnabrück, Deutschland
Taschenbuch. Zustand: Neu. Level Design | Processes and Experiences | Christopher W. Totten | Taschenbuch | Einband - flex.(Paperback) | Englisch | 2022 | A K Peters/CRC Press | EAN 9781032276717 | Verantwortliche Person für die EU: Taylor and Francis, Taylor & Francis Verlag Gmbh, Kaufingerstr 24, 80331 München, gpsr[at]taylorandfrancis[dot]com | Anbieter: preigu. Artikel-Nr. 120994298
Anzahl: 5 verfügbar