Level design for games: creating compelling game experiences
Gespeichert in:
1. Verfasser: | |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Berkeley, CA
New Riders Games
2006
|
Schlagworte: | |
Online-Zugang: | Table of contents only Inhaltsverzeichnis |
Beschreibung: | Includes index. |
Beschreibung: | xii, 339 p. ill. 1 CD-ROM (12 cm) |
ISBN: | 0321375971 |
Internformat
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650 | 4 | |a Level design (Computer science) | |
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Datensatz im Suchindex
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adam_text | Titel: Level design for games
Autor: Co, Phil
Jahr: 2006
Table of Contents
Introduction..........................................ix
This Is Work?.............................................ix
The Level Designer........................................x
How Do I Get This Job?....................................xi
What s Inside This Book?...................................xi
chapter 1 How Do You Make a Game?...........................1
Preproduction: Getting Ready...............................4
Go team!...............................................4
The high concept.........................................5
The design document......................................6
The asset pipeline.........................................15
Presentation.............................................16
Production: The Main Course..............................17
Sampling the core gameplay..................................17
Integrating the visuals......................................20
Integrating the audio.......................................23
Rinse and repeat..........................................24
Alpha..................................................24
Beta....................................................27
Going for the Gold.......................................28
chapter 2 Defining the Game...................................29
A Matter of Perspective: Character Point of View..............30
First-person perspective...................................31
Third-person perspective....................................32
Choosing the Game Genre ................................34
The action genre..........................................35
The shooter.............................................35
The brawler.............................................37
The adventure genre.......................................40
The role-playing genre......................................43
The platformer genre......................................50
The strategy genre.........................................51
The racing genre..........................................52
Selecting the Game Theme.................................52
The fantasy theme.........................................52
The modern theme........................................53
The science fiction theme...................................54
The alternate reality theme..................................55
Developing for an Audience................................55
Age: Generations of gamers..................................56
Localization: Making a game global............................60
Target Platform: The Game Machine........................60
Dealing with limitations....................................61
Control yourself..........................................62
Chapter 3 Enemies and Obstacles: Choosing Your Challenges .. 65
Challenging the Player....................................66
Types of obstacles.........................................67
Giving Players What They Need............................73
The skills you Start with.....................................73
Adding new skills.........................................75
Combining skills..........................................78
Figuring Out Your Level Types.............................82
The base: Standard levels....................................82
The transition: hubs.......................................82
The climax: boss levels......................................83
The gravy: bonus levels.....................................84
Chapter 4 Brainstorming Your Level Ideas......................87
Creating a Level Narrative.................................90
Narrative example: The Cookie factory..........................91
Gathering Concepts and Reference Images...................94
Establishing the general look and feel...........................95
Incorporating landmarks...................................101
Writing the level description................................103
Designing Puzzles.......................................107
Puzzle design example: the mixer.............................108
Adding Scripted Sequences...............................111
Writing scene descriptions..................................111
Chapter 5 Designing With a Diagram......................... 115
Understanding the Level Context..........................116
Determining level scope...................................117
Knowing the level order....................................119
Using special-case levels....................................122
Progressing Through a Level..............................124
Linear levels: The levels that guide............................124
Nonlinear levels: The levels that split..........................126
Creating a Diagram......................................129
What should your diagram look like?..........................129
Laying out the areas......................................131
Gluing it all together......................................133
Placing the Gameplay Elements..............................135
Evaluating the diagram....................................141
Presenting your work.....................................146
chapter 6 The Template....................................... 157
Translating the Diagram..................................160
Using simple geometry: boxes, cylinders, and wedges...............161
Using placeholder textures..................................163
UnrealEd tutorial: basic Operations............................165
UnrealEd tutorial: additional geometry tools.....................181
UnrealEd tutorial: gameplay elements..........................205
chapter 7 Improving Your Level...............................219
Setting Up a Play-Test Session.............................222
Who should play-test?.....................................222
Creating a test plan.......................................223
Sample General Test Plan Questions:..........................224
Sample Specific Test Plan Questions:..........................224
The role of the observer....................................224
Learning from a Play-Test Session..........................227
Receiving feedback.......................................228
Solving common problems in levels...........................229
Making the level feel right..................................238
Chapter 8 Taking It to 11......................................243
Adding Visual Layers.....................................245
Following an architectural style..............................246
Using trim, borders, and frames..............................249
The beauty of imperfection.................................257
UnrealEd Tutorials: Enhancing Visual Layers.................258
UnrealEd Construction Methods: Texture Templates...............259
UnrealEd Construction: The Radial Building Technique............267
Adding Functional Layers.................................289
Hearing what you see.....................................290
Sprinkling special effects...................................293
Chapter 9 Ship It!..............................................297
Tasks During Alpha......................................299
Replacing art...........................................300
Optimizing your level.....................................300
Balancing the game.......................................314
Beta and Final Bug-Testing................................316
Builds and the bug database.................................317
The Finish Line—Almost.................................320
Archiving data..........................................321
The postmortem: learning from mistakes.......................323
Epilogue............................................ 327
Level Exit..............................................327
Index................................................329
|
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discipline | Sport Informatik |
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institution | BVB |
isbn | 0321375971 |
language | English |
lccn | 2006279179 |
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owner | DE-703 DE-B768 |
owner_facet | DE-703 DE-B768 |
physical | xii, 339 p. ill. 1 CD-ROM (12 cm) |
publishDate | 2006 |
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publisher | New Riders Games |
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spelling | Co, Phil Verfasser aut Level design for games creating compelling game experiences [Phil Co] Berkeley, CA New Riders Games 2006 xii, 339 p. ill. 1 CD-ROM (12 cm) txt rdacontent n rdamedia nc rdacarrier Includes index. Level design (Computer science) Computer games Design Computer games Programming Entwurf (DE-588)4121208-3 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Computerspiel (DE-588)4010457-6 s Entwurf (DE-588)4121208-3 s DE-604 http://www.loc.gov/catdir/toc/fy0611/2006279179.html Table of contents only HBZ Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=018004728&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Co, Phil Level design for games creating compelling game experiences Level design (Computer science) Computer games Design Computer games Programming Entwurf (DE-588)4121208-3 gnd Computerspiel (DE-588)4010457-6 gnd |
subject_GND | (DE-588)4121208-3 (DE-588)4010457-6 |
title | Level design for games creating compelling game experiences |
title_auth | Level design for games creating compelling game experiences |
title_exact_search | Level design for games creating compelling game experiences |
title_full | Level design for games creating compelling game experiences [Phil Co] |
title_fullStr | Level design for games creating compelling game experiences [Phil Co] |
title_full_unstemmed | Level design for games creating compelling game experiences [Phil Co] |
title_short | Level design for games |
title_sort | level design for games creating compelling game experiences |
title_sub | creating compelling game experiences |
topic | Level design (Computer science) Computer games Design Computer games Programming Entwurf (DE-588)4121208-3 gnd Computerspiel (DE-588)4010457-6 gnd |
topic_facet | Level design (Computer science) Computer games Design Computer games Programming Entwurf Computerspiel |
url | http://www.loc.gov/catdir/toc/fy0611/2006279179.html http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=018004728&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
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