9781138427723-1138427721-An Architectural Approach to Level Design

An Architectural Approach to Level Design

ISBN-13: 9781138427723
ISBN-10: 1138427721
Edition: 1
Author: Christopher W. Totten
Publication date: 2017
Publisher: A K Peters/CRC Press
Format: Hardcover
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Book details

ISBN-13: 9781138427723
ISBN-10: 1138427721
Edition: 1
Author: Christopher W. Totten
Publication date: 2017
Publisher: A K Peters/CRC Press
Format: Hardcover

Summary

An Architectural Approach to Level Design (ISBN-13: 9781138427723 and ISBN-10: 1138427721), written by authors Christopher W. Totten, was published by A K Peters/CRC Press in 2017. With an overall rating of 3.9 stars, it's a notable title among other books. You can easily purchase or rent An Architectural Approach to Level Design (Hardcover) from BooksRun, along with many other new and used books and textbooks. And, if you're looking to sell your copy, our current buyback offer is $0.39.

Description

Explore Level Design through the Lens of Architectural and Spatial Experience Theory Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture, providing information useful to both academics and game development professionals. Understand Spatial Design Principles for Game Levels in 2D, 3D, and Multiplayer Applications The book presents architectural techniques and theories for level designers to use in their own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. Create Meaningful User Experiences in Your Games Bringing together topics in game design and architecture, this book helps designers create better spaces for their games. Software independent, the book discusses tools and techniques that designers can use in crafting their interactive worlds.

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