9781498745055-1498745059-Level Design: Processes and Experiences

Level Design: Processes and Experiences

ISBN-13: 9781498745055
ISBN-10: 1498745059
Edition: 1
Author: Christopher W. Totten
Publication date: 2016
Publisher: A K Peters/CRC Press
Format: Paperback 408 pages
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Book details

ISBN-13: 9781498745055
ISBN-10: 1498745059
Edition: 1
Author: Christopher W. Totten
Publication date: 2016
Publisher: A K Peters/CRC Press
Format: Paperback 408 pages

Summary

Level Design: Processes and Experiences (ISBN-13: 9781498745055 and ISBN-10: 1498745059), written by authors Christopher W. Totten, was published by A K Peters/CRC Press in 2016. With an overall rating of 3.5 stars, it's a notable title among other Game Design (Games & Strategy Guides) books. You can easily purchase or rent Level Design: Processes and Experiences (Paperback) from BooksRun, along with many other new and used Game Design books and textbooks. And, if you're looking to sell your copy, our current buyback offer is $0.95.

Description

In this book, veteran game developers, academics, journalists, and others provide their processes and experiences with level design. Each provides a unique perspective representing multiple steps of the process for interacting with and creating game levels – experiencing levels, designing levels, constructing levels, and testing levels. These diverse perspectives offer readers a window into the thought processes that result in memorable open game worlds, chilling horror environments, computer-generated levels, evocative soundscapes, and many other types of gamespaces. This collection invites readers into the minds of professional designers as they work and provides evergreen topics on level design and game criticism to inspire both new and veteran designers.

Key Features:

  • Learn about the processes of experienced developers and level designers in their own words
  • Discover best-practices for creating levels for persuasive play and designing collaboratively
  • Offers analysis methods for better understanding game worlds and how they function in response to gameplay
  • Find your own preferred method of level design by learning the processes of multiple industry veterans
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