An architectural approach to level design. (2019)
- Record Type:
- Book
- Title:
- An architectural approach to level design. (2019)
- Main Title:
- An architectural approach to level design
- Further Information:
- Note: Christopher W. Totten.
- Authors:
- Totten, Christopher W
- Contents:
- Foreword; Brian Upton 1. A Brief History of Architecture and Level Design BREAKING THE RULES OF LEVEL DESIGN AN EXPERIENTIAL HISTORY OF ARCHITECTURE Elements of Architecture and Level Design Functional Requirements Usability Delight The Beginnings of Architectural Sight Lines Architecture as Representation in Ancient Mesopotamia Architecture as Statement in Ancient Egypt Spatial and Symbolic Relationships in Greek Architecture Indian, Southeast Asian, and Asian Representational Architecture Linear Experiences in Roman Architecture Medieval Christian and Islamic Symbolic Architecture The Renaissance Return to Human-Centered Architecture Ornamental Reformations and Material Revolutions THE HISTORY OF GAMESPACES Board Design for Early Games Physical Gamespaces and Architecture Digital Gamespaces WAYS OF SEEING FOR LEVEL DESIGN SUMMARY CHAPTER EXERCISES ENDNOTES Industry Perspectives; Reflections on Game Landscapes – Dr. Umran Ali; 2. Drawing for Level Designers LEVEL DESIGN GOALS Adjustment Player Behavior Transmitting Meaning Augmentation of Space NON-DIGITAL LEVEL DESIGN TECHNIQUES Basic Drawing Techniques How to Draw a Line Contours and Line Weights Drawing with References Shading Hierarchical Drawing Types of Architectural Drawings Plan Section Elevation Axonometric Perspective Sketching and Journal Writing Designing on Paper Notation Methods for Level Design Proximity Diagrams Concept Diagrams Game Mapping Flow Charts Mark Brown’s Boss Key Diagrams DIGITAL LEVEL DESIGNForeword; Brian Upton 1. A Brief History of Architecture and Level Design BREAKING THE RULES OF LEVEL DESIGN AN EXPERIENTIAL HISTORY OF ARCHITECTURE Elements of Architecture and Level Design Functional Requirements Usability Delight The Beginnings of Architectural Sight Lines Architecture as Representation in Ancient Mesopotamia Architecture as Statement in Ancient Egypt Spatial and Symbolic Relationships in Greek Architecture Indian, Southeast Asian, and Asian Representational Architecture Linear Experiences in Roman Architecture Medieval Christian and Islamic Symbolic Architecture The Renaissance Return to Human-Centered Architecture Ornamental Reformations and Material Revolutions THE HISTORY OF GAMESPACES Board Design for Early Games Physical Gamespaces and Architecture Digital Gamespaces WAYS OF SEEING FOR LEVEL DESIGN SUMMARY CHAPTER EXERCISES ENDNOTES Industry Perspectives; Reflections on Game Landscapes – Dr. Umran Ali; 2. Drawing for Level Designers LEVEL DESIGN GOALS Adjustment Player Behavior Transmitting Meaning Augmentation of Space NON-DIGITAL LEVEL DESIGN TECHNIQUES Basic Drawing Techniques How to Draw a Line Contours and Line Weights Drawing with References Shading Hierarchical Drawing Types of Architectural Drawings Plan Section Elevation Axonometric Perspective Sketching and Journal Writing Designing on Paper Notation Methods for Level Design Proximity Diagrams Concept Diagrams Game Mapping Flow Charts Mark Brown’s Boss Key Diagrams DIGITAL LEVEL DESIGN TOOLS CAD Programs Digital Art Programs Engine Primitives and Placeholder Art D Modeling Programs SUMMARY CHAPTER EXERCISES ENDNOTES Industry Perspectives; Tools and Design – Robin-Yann Storm 3. Level Design Workflows FORM FOLLOWS FUNCTION Form Follows Core Mechanics Level Progression with Scaffolding Mechanisms LEVEL DESIGN WORKFLOWS Level Design Parti; “Scenes” and Readability; Non-Digtal Prototypes; Digital Prototypes with Grayboxing Pacing Your Levels with the Nintendo Power Method Iterative Design with Playtesting Modular Level Design LEVEL DESIGN SCHEDULING; The Toy Box; Building from the Middle; Building in Order SUMMARY; CHAPTER EXERCISES ENDNOTES 4. Basic Gamespaces ARCHITECTURAL SPATIAL ARRANGEMENTS Figure-Ground Form-Void Arrivals Genius Loci HISTORIC GAMESPACE STRUCTURES Labyrinth Maze Rhizome SPATIAL SIZE TYPES Narrow Space Intimate Space Prospect Space MOLECULE LEVEL SPACES The Basics of Molecule Design Spatial Types as Molecule Nodes and Edges HUB SPACES SANDBOX GAMESPACES Pathfinding with Architectural Weenies Organizing the Sandbox: Kevin Lynch’s Image of the City Landmarks Paths Nodes Edges Districts WORKING WITH CAMERA VIEWS D Views First Person Third Person D Views Side-Scrolling Space Top-Down Space Axonometric/Isometric Views ENEMIES AS ALTERNATIVE ARCHITECTURE SUMMARY CHAPTER EXERCISES ENDNOTES Industry Perspectives; alt ctrl level design – Jerry Belich ; 5. Communicating through Environment Art TEACHING THEORIES FOR GAME LEVELS Behavior Theory and Operant Conditioning Montessori Method Constructivism SYMBOLS AND VISUAL DESIGN IN GAMES Implementing Symbols in Games Teaching with Symbols in Games Introducing Symbols Symbols as Guides Designing and Placing Symbols for Effective Communication Basic Color Theory Contrast Framing Rule of Thirds ARCHITECTURAL FORMS AND TYPES CONTROLLING INFORMATION IN MEMORY PALACES Certainty Uncertainty Risk Putting it All Together in a Memory Palace; SUMMARY CHAPTER EXERCISES ENDNOTES Interview: Greg Grimsby ; 6. Building Exciting Levels with Dangerous Architecture SURVIVAL INSTINCTS AND GAME COMPLEXITY Maslow’s Hierarchy of Needs “Bad Spaces”: Vulnerability as a Game Mechanic Vulnerability as a Game Structure Vulnerability in Individual Game Challenges PROSPECT AND REFUGE SPATIAL DESIGN Creating Paths with Refuges, Prospects, and Secondary Refuges Prospects and Refuges in Architecture Prospects and Refuges in Video Games SHADE, SHADOW, AND SURVIVAL Shade Shadow Negative Space LOVING AND HATING HEIGHT SUMMARY CHAPTER EXERCISES ENDNOTES A Common Language for Level Design – Camden Bayer ; 7. Rewards in Gamespaces THE PURPOSE OF REWARDS Incentivizing In-Game Behaviors Enticing Exploration Creating a Sense of Curiosity THE TYPES OF REWARDS IN GAMESPACES Reward Vaults Rewarding Vistas Meditative Space Narrative Stages MAKING REWARDS EXCITING THROUGH DENIAL Zen Views Frank Lloyd Wright’s Hanna House Religious Structures and Eastern Garden Design Layered Walls Oku GOALS AND REWARD SCHEDULES Long- and Short-Term Goals The Rod of Many Parts Reward Schedules SUMMARY CHAPT … (more)
- Edition:
- Second edition
- Publisher Details:
- Boca Raton : CRC Press
- Publication Date:
- 2019
- Extent:
- 1 online resource, illustrations (colour)
- Subjects:
- 794.81
Level design (Computer science)
Computer games -- Design - Languages:
- English
- ISBNs:
- 9781351116282
9781351116299
9781351116275
9781351116305 - Related ISBNs:
- 9780815361374
9780815361367 - Notes:
- Note: Includes bibliographical references and index.
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- 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).
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- Restricted: Printing from this resource is governed by The Legal Deposit Libraries (Non-Print Works) Regulations (UK) and UK copyright law currently in force.
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- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library HMNTS - ELD.DS.439519
- Ingest File:
- 02_563.xml