Level Design

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A01=Christopher W. Totten
advanced level design methodologies
Alessandro Canossa
Answer Set Programming
Anticipatory Play
Assassin's Creed
Assassin's Creed II
Assassin’s Creed
Assassin’s Creed II
Author_Christopher W. Totten
Benjamin Carter
Brian Upton
Category=UGN
Category=UMK
Chanel Summers
Chaoguang Wang
Christopher W. Totten
computer-generated level design systems
Daniel Johnson
digital prototypes
Dragon Age
eq_bestseller
eq_computing
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
Experiential Chunks
Fable II
Fares Kayali
game design
Game Designers
game developer
Game Developers
Game Level
Game Plot
Gavin Greene
Gillian Smith
Grand Theft Auto
Hadar Silverman
Heidi McDonald
High Level Behaviors
Huaxin Wei
integrate architectural theory
interactive environments
Joao Raza
Joel Burgess
Jonathan Moriarty
Josef Ortner
Level Design
Level Design Process
Mark R. Johnson
modern level design practices
narrative game spaces
NES
Open World Games
PCG
player experience analysis
procedural generation
Red Wedge
Resident Evil
Roguelike Game
Scott Rogers
spacial design
spatial cognition
spatial design theory
URR
Vice Versa
video game
virtual environment evaluation
VR Design
VR Space

Product details

  • ISBN 9781138628809
  • Weight: 640g
  • Dimensions: 156 x 234mm
  • Publication Date: 11 May 2017
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Hardback
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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

Christopher Totten is the Game Artist in Residence at American University and the founder of independent developer Pie for Breakfast Studios. He is also the founder of the Smithsonian American Art Museum Indie Arcade and an advocate for bringing games to museums and cultural institutions. Totten is an active writer in the game industry, with articles featured in industry journals, chapters in several academic publications, and two books: Game Character Creation in Blender and Unity (Wiley 2012) and An Architectural Approach to Level Design (CRC, 2014.) He has also spoken at GDC China, Foundations Of Digital Games (FDG), East Coast Game Conference, Digital Games Research Association (DiGRA) conference, and Games For Change. He has displayed his games at MAGFest, The Smithsonian Innovation in Art event, and Baltimore Artscape, and Blank Arcade. He has a Masters Degree in Architecture from The Catholic University of America in Washington, DC.

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