Video game level design: how to create video games with emotion, interaction and engagement
"Explains what level design is and how to use it to make engaging video games"--
Gespeichert in:
1. Verfasser: | |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
London ; New York
Bloomsbury Academic
2021
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Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Zusammenfassung: | "Explains what level design is and how to use it to make engaging video games"-- |
Beschreibung: | Includes bibliographical references and index |
Beschreibung: | 172 Seiten Illustrationen |
ISBN: | 9781350015722 |
Internformat
MARC
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Datensatz im Suchindex
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adam_text | Contents 1 Chapter One Getting Started: Research and Preproduction 17 Chapter Two The Principles of hevel Design 18 The 10 Principles of Good 19 Applying the Level Design Level Design 2 The Preproduction Process 2 Level Design Preproduction 4 Research 6 8 Essential Tools 10 Production 10 Summary Principles 19 20 Blocking Out, Early On 22 24 26 27 28 29 30 32 33 Principle 1: Good Level Design Is Fun to Navigate Principle 2: Good Level Design Does Not Rely on Words to Tell the Story Principle 3: Good Level Design Tells What, but Not How Principle 4: Good Level Design Constantly Teaches Principle 5: Good Level Design Is Surprising Principle 6: Good Level Design Empowers the Player Principle 7: Good Level Design Is Easy, Medium, and Hard Principle 8: Good Level Design Is Efficient Principle 9: Good Level Design Will Create Emotion Principle 10: Good Level Design Is Driven by Mechanics 35 Chapter Three Constraints, Player Flow, and Objectives 36 Technical Constraints 37 .gScaljg,Integration, and . Ш?ЇІЮЇ 42 » Flow, Critical Paths, and Intensity 42 43 44 FlowCritical Path Intensity Ramping 44 Balancing the Level 45 Varying the Level for Maximum Enjoyment 46 48 Objectives Summary Summary V
vi Contents The Player: Motivations, Psychology and Behaviors 56 58 59 The Door Problem Motivating the Player Speed, Pacing, and Distance 59 60 60 62 64 65 66 The Anatomy of Level Design The Process of Level Design 72 90 78 80 80 82 Navigating without Maps Curiosity Landmarks No Straight Paths and Maps as Reward Foreshadowing Lighting the Way Summary ■ Breaking Down a Level’s Design Analyzing a Game s Level for Pacing Level Design Models 83 84 85 The Linear Model The Branching or Nonlinear Model The Hub-and-Spoko Model The Open or Emergent Model Summary 92 Level Designers Are Gatekeepers The Iteration Process 93 95 96 100 102 103 104 The Pitch Pass 1 : Layout Pass 2: Encounters Pass 3: Core Complete Beauty Pass Final Pass: Polish Summary
Contents 109 Chapter Seven Modular Level Design and Environment Art 110 111 113 114 115 116 117 Why Use Modular? Modular Level Design Is a System The Grid Complexity through Simplicity Stress Testing and Prototyping Surfaces, Shaders, and Materials Summary 123 Chapter Eight Designing Nonplayer Behaviors and Encounters 124 130 131 133 Artificial Intelligence, Bringing the World to Life (Sort Of) Choice Architecture Adaptive and Predictive Systems AI Director Systems Emergent Behaviors Summary 163 168 Bibliography and Game Credits Index 125 128 141 vii Chapter Nine Combat Design and Multiplayer Design 142 144 145 148 150 151 153 154 155 155 Combat and Level Design Breaking Down Combat Design Detail Is Important, Even in Combat Level Design for Multiplayer Eraming and Composition for Multiplayer Multiplayer Definitions Sightlines and Exploits PvP No AI Required Summary Next Steps
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adam_txt |
Contents 1 Chapter One Getting Started: Research and Preproduction 17 Chapter Two The Principles of hevel Design 18 The 10 Principles of Good 19 Applying the Level Design Level Design 2 The Preproduction Process 2 Level Design Preproduction 4 Research 6 8 Essential Tools 10 Production 10 Summary Principles 19 20 Blocking Out, Early On 22 24 26 27 28 29 30 32 33 Principle 1: Good Level Design Is Fun to Navigate Principle 2: Good Level Design Does Not Rely on Words to Tell the Story Principle 3: Good Level Design Tells What, but Not How Principle 4: Good Level Design Constantly Teaches Principle 5: Good Level Design Is Surprising Principle 6: Good Level Design Empowers the Player Principle 7: Good Level Design Is Easy, Medium, and Hard Principle 8: Good Level Design Is Efficient Principle 9: Good Level Design Will Create Emotion Principle 10: Good Level Design Is Driven by Mechanics 35 Chapter Three Constraints, Player Flow, and Objectives 36 Technical Constraints 37 .gScaljg,Integration, and . Ш?ЇІЮЇ 42 »""Flow, Critical Paths, and Intensity 42 43 44 FlowCritical Path Intensity Ramping 44 Balancing the Level 45 Varying the Level for Maximum Enjoyment 46 48 Objectives Summary Summary V
vi Contents The Player: Motivations, Psychology and Behaviors 56 58 59 The Door Problem Motivating the Player Speed, Pacing, and Distance 59 60 60 62 64 65 66 The Anatomy of Level Design The Process of Level Design 72 90 78 80 80 82 Navigating without Maps Curiosity Landmarks No Straight Paths and Maps as Reward Foreshadowing Lighting the Way Summary ■ Breaking Down a Level’s Design Analyzing a Game's Level for Pacing Level Design Models 83 84 85 The Linear Model The Branching or Nonlinear Model The Hub-and-Spoko Model The Open or Emergent Model Summary 92 Level Designers Are Gatekeepers The Iteration Process 93 95 96 100 102 103 104 The Pitch Pass 1 : Layout Pass 2: Encounters Pass 3: Core Complete Beauty Pass Final Pass: Polish Summary
Contents 109 Chapter Seven Modular Level Design and Environment Art 110 111 113 114 115 116 117 Why Use Modular? Modular Level Design Is a System The Grid Complexity through Simplicity Stress Testing and Prototyping Surfaces, Shaders, and Materials Summary 123 Chapter Eight Designing Nonplayer Behaviors and Encounters 124 130 131 133 Artificial Intelligence, Bringing the World to Life (Sort Of) Choice Architecture Adaptive and Predictive Systems AI Director Systems Emergent Behaviors Summary 163 168 Bibliography and Game Credits Index 125 128 141 vii Chapter Nine Combat Design and Multiplayer Design 142 144 145 148 150 151 153 154 155 155 Combat and Level Design Breaking Down Combat Design Detail Is Important, Even in Combat Level Design for Multiplayer Eraming and Composition for Multiplayer Multiplayer Definitions Sightlines and Exploits PvP No AI Required Summary Next Steps |
any_adam_object | 1 |
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author | Salmond, Michael |
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ctrlnum | (OCoLC)1225188416 (DE-599)KXP168174077X |
discipline | Informatik |
discipline_str_mv | Informatik |
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illustrated | Illustrated |
index_date | 2024-07-03T17:31:39Z |
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institution | BVB |
isbn | 9781350015722 |
language | English |
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physical | 172 Seiten Illustrationen |
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spelling | Salmond, Michael Verfasser (DE-588)1042407223 aut Video game level design how to create video games with emotion, interaction and engagement Michael Salmond London ; New York Bloomsbury Academic 2021 172 Seiten Illustrationen txt rdacontent n rdamedia nc rdacarrier Includes bibliographical references and index "Explains what level design is and how to use it to make engaging video games"-- Design (DE-588)4011510-0 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Level design (Computer science) Computerspiel (DE-588)4010457-6 s Design (DE-588)4011510-0 s DE-604 Erscheint auch als Online-Ausgabe (ePDF) 9781350015739 Erscheint auch als Online-Ausgabe (eBook) 9781350015746 Digitalisierung UB Passau - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=032730384&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Salmond, Michael Video game level design how to create video games with emotion, interaction and engagement Design (DE-588)4011510-0 gnd Computerspiel (DE-588)4010457-6 gnd |
subject_GND | (DE-588)4011510-0 (DE-588)4010457-6 |
title | Video game level design how to create video games with emotion, interaction and engagement |
title_auth | Video game level design how to create video games with emotion, interaction and engagement |
title_exact_search | Video game level design how to create video games with emotion, interaction and engagement |
title_exact_search_txtP | Video game level design how to create video games with emotion, interaction and engagement |
title_full | Video game level design how to create video games with emotion, interaction and engagement Michael Salmond |
title_fullStr | Video game level design how to create video games with emotion, interaction and engagement Michael Salmond |
title_full_unstemmed | Video game level design how to create video games with emotion, interaction and engagement Michael Salmond |
title_short | Video game level design |
title_sort | video game level design how to create video games with emotion interaction and engagement |
title_sub | how to create video games with emotion, interaction and engagement |
topic | Design (DE-588)4011510-0 gnd Computerspiel (DE-588)4010457-6 gnd |
topic_facet | Design Computerspiel |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=032730384&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
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