An architectural approach to level design. (2018)
- Record Type:
- Book
- Title:
- An architectural approach to level design. (2018)
- Main Title:
- An architectural approach to level design
- Further Information:
- Note: Christopher W. Totten.
- Authors:
- Totten, Christopher W
- Contents:
- A Brief History of Architecture and Level Design; Breaking the Rules of Level Design; An Experiential History of Architecture; The History of Gamespaces; Ways of Seeing for Level Design Tools and Techniques for Level Design; Level Design Goals for Creating Game Experiences; Non-Digital Level Design Tools; Digital Level Design Tools; Level Design Workflows; Engine-Specific Methodologies Basic Gamespaces; Architectural Spatial Arrangements; Historic Gamespace Structures; Spatial Size Types; Molecule Level Spaces; Form Follows Gameplay with Proximity Diagrams; Hub Spaces; Sandbox Gamespaces; Considerations of Camera; Enemies as Alternative Architecture Teaching in Levels through Visual Communication; Teaching Theories for Game Levels; Symbols and Visual Design in Games; Architectural Forms and Types; Teaching Gameplay through Advertising Methods ; Controlling Information in Memory Palaces Introducing Emotional Level Design through Survival Instincts; Survival Instincts and Player Avatars; Prospect and Refuge Spatial Design; Shade, Shadow, and Survival; Loving and Hating Height; Conclusion Enticing Players with Reward Spaces; The Purpose of Rewards; The Types of Rewards in Gamespaces; Making Rewards Exciting through Denial; Goals and Reward Schedules Storytelling in Gamespace; Expressive Design; Mechanics vs. Motif; Narrative Spaces; Environment Art Storytelling; Materiality and the Hero’s Journey; Pacing and Narrative Rewards Possibility Spaces and Worldbuilding; UnderstandingA Brief History of Architecture and Level Design; Breaking the Rules of Level Design; An Experiential History of Architecture; The History of Gamespaces; Ways of Seeing for Level Design Tools and Techniques for Level Design; Level Design Goals for Creating Game Experiences; Non-Digital Level Design Tools; Digital Level Design Tools; Level Design Workflows; Engine-Specific Methodologies Basic Gamespaces; Architectural Spatial Arrangements; Historic Gamespace Structures; Spatial Size Types; Molecule Level Spaces; Form Follows Gameplay with Proximity Diagrams; Hub Spaces; Sandbox Gamespaces; Considerations of Camera; Enemies as Alternative Architecture Teaching in Levels through Visual Communication; Teaching Theories for Game Levels; Symbols and Visual Design in Games; Architectural Forms and Types; Teaching Gameplay through Advertising Methods ; Controlling Information in Memory Palaces Introducing Emotional Level Design through Survival Instincts; Survival Instincts and Player Avatars; Prospect and Refuge Spatial Design; Shade, Shadow, and Survival; Loving and Hating Height; Conclusion Enticing Players with Reward Spaces; The Purpose of Rewards; The Types of Rewards in Gamespaces; Making Rewards Exciting through Denial; Goals and Reward Schedules Storytelling in Gamespace; Expressive Design; Mechanics vs. Motif; Narrative Spaces; Environment Art Storytelling; Materiality and the Hero’s Journey; Pacing and Narrative Rewards Possibility Spaces and Worldbuilding; Understanding Immersion and Player Individuality; Architectural Phenomenology and Play; Emergent Spaces; Miniature Garden Aesthetic; Japanese Garden Design and Worldbuilding; Offering Experiential Choice; Degenerative Design Influencing Social Interaction with Level Design; Emergence and Social Interaction; Learning from Urban Emergence; The Importance of Spawn Points and Quest Hubs; Houses, Homes, and Hometowns in Games Enhancing Level Design with Music and Sounds; The Role of Rhythm in Games and Buildings; Complementing Level Design with Ambient Sound; Enhancing Gameplay Experiences with Sound Design Real-World Adaptive Level Design; When Magic Circles Collide; Adaptive Game Reuse Goals; Analysis for Adaptive Core Mechanics A Summary and Endnotes appear at the end of each chapter. … (more)
- Publisher Details:
- Place of publication not identified : A K Peters/CRC Press
- Publication Date:
- 2018
- Extent:
- 1 online resource (469 pages), (4 illustrations)
- Subjects:
- 005.12
Level design (Computer science)
Software architecture - Languages:
- English
- ISBNs:
- 9781351982924
1351982923 - Access Rights:
- Legal Deposit; Only available on premises controlled by the deposit library and to one user at any one time; The Legal Deposit Libraries (Non-Print Works) Regulations (UK).
- Access Usage:
- Restricted: Printing from this resource is governed by The Legal Deposit Libraries (Non-Print Works) Regulations (UK) and UK copyright law currently in force.
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library HMNTS - ELD.DS.369146
- Ingest File:
- 01_352.xml