Author: Christopher W. Totten
Publisher: CRC Press
ISBN: 1351982923
Category : Computers
Languages : en
Pages : 474
Book 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.
An Architectural Approach to Level Design
Author: Christopher W. Totten
Publisher: CRC Press
ISBN: 1351982923
Category : Computers
Languages : en
Pages : 474
Book 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.
Publisher: CRC Press
ISBN: 1351982923
Category : Computers
Languages : en
Pages : 474
Book 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.
Level Design
Author: Rudolf Kremers
Publisher: CRC Press
ISBN: 1439876959
Category : Computers
Languages : en
Pages : 400
Book Description
Good or bad level design can make or break any game, so it is surprising how little reference material exists for level designers. Beginning level designers have a limited understanding of the tools and techniques they can use to achieve their goals, or even define them. This book is the first to use a conceptual and theoretical foundation to build
Publisher: CRC Press
ISBN: 1439876959
Category : Computers
Languages : en
Pages : 400
Book Description
Good or bad level design can make or break any game, so it is surprising how little reference material exists for level designers. Beginning level designers have a limited understanding of the tools and techniques they can use to achieve their goals, or even define them. This book is the first to use a conceptual and theoretical foundation to build
Level Design
Author: Christopher W. Totten
Publisher: CRC Press
ISBN: 1315313405
Category : Computers
Languages : en
Pages : 409
Book 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
Publisher: CRC Press
ISBN: 1315313405
Category : Computers
Languages : en
Pages : 409
Book 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
Level Up!
Author: Scott Rogers
Publisher: John Wiley & Sons
ISBN: 0470970928
Category : Computers
Languages : en
Pages : 515
Book Description
Design and build cutting-edge video games with help from video game expert Scott Rogers! If you want to design and build cutting-edge video games but aren’t sure where to start, then this is the book for you. Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games. Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!
Publisher: John Wiley & Sons
ISBN: 0470970928
Category : Computers
Languages : en
Pages : 515
Book Description
Design and build cutting-edge video games with help from video game expert Scott Rogers! If you want to design and build cutting-edge video games but aren’t sure where to start, then this is the book for you. Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games. Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!
Beginning Game Level Design
Author: John Feil
Publisher: Course Technology
ISBN: 9781592004348
Category : Computers
Languages : en
Pages : 232
Book Description
This overview of the skills and basic tools required to produce high quality levels in game environments focuses on design aesthetics, what makes "good levels" and how to create them, and how users can transfer these skills into a job as a level designer. Original. (Beginner)
Publisher: Course Technology
ISBN: 9781592004348
Category : Computers
Languages : en
Pages : 232
Book Description
This overview of the skills and basic tools required to produce high quality levels in game environments focuses on design aesthetics, what makes "good levels" and how to create them, and how users can transfer these skills into a job as a level designer. Original. (Beginner)
Preproduction Blueprint
Author: Alex Galuzin
Publisher: Createspace Independent Publishing Platform
ISBN: 9781539103189
Category : Computer games
Languages : en
Pages : 240
Book Description
"World of level design presents"--Cover.
Publisher: Createspace Independent Publishing Platform
ISBN: 9781539103189
Category : Computer games
Languages : en
Pages : 240
Book Description
"World of level design presents"--Cover.
Electronic System Level Design
Author: Sandro Rigo
Publisher: Springer Science & Business Media
ISBN: 1402099401
Category : Technology & Engineering
Languages : en
Pages : 151
Book Description
Electronic System Level Design: an Open-Source Approach is based on the successful experience acquired with the conception of the ADL ArchC, the development of its underlying tool suite, and the building of its platform modeling infrastructure. With more than 10000 accesses per year since 2004, the dissemination of ArchC models reached not only students in quest of proper infrastructure to develop their research projects but also some companies in need of processor models to build virtual platforms using SystemC. The need to anticipate the development of hardware-dependent software and to build virtual prototypes gave rise to Transaction Level Modeling (TLM). Since SystemC provided the elements and the adequate abstraction level for supporting TLM, their relation has grown so strong that OSCI created a TLM Working Group whose effort resulted in the recently released TLM 2.0 standard, which is also covered in this book.
Publisher: Springer Science & Business Media
ISBN: 1402099401
Category : Technology & Engineering
Languages : en
Pages : 151
Book Description
Electronic System Level Design: an Open-Source Approach is based on the successful experience acquired with the conception of the ADL ArchC, the development of its underlying tool suite, and the building of its platform modeling infrastructure. With more than 10000 accesses per year since 2004, the dissemination of ArchC models reached not only students in quest of proper infrastructure to develop their research projects but also some companies in need of processor models to build virtual platforms using SystemC. The need to anticipate the development of hardware-dependent software and to build virtual prototypes gave rise to Transaction Level Modeling (TLM). Since SystemC provided the elements and the adequate abstraction level for supporting TLM, their relation has grown so strong that OSCI created a TLM Working Group whose effort resulted in the recently released TLM 2.0 standard, which is also covered in this book.
Video Game Level Design
Author: Michael Salmond
Publisher: Bloomsbury Academic
ISBN: 1350015725
Category : Games & Activities
Languages : en
Pages : 187
Book Description
Level design connects the player to the game through challenges, experiences, and emotions. This book is an invaluable introduction to the evolving practices of Level Designers across the games industry. The increasingly complex role of the Level Designer requires technical and creative skill as it brings together architecture, art, player psychology, interaction design, usability, and experience design. This book explores in detail the principles designers employ when planning levels and building engaging spaces for the player. As well as practical approaches to level design, the book delves into the theoretical underpinnings of the processes and charts a path towards thinking like a Level Designer. Throughout the book you will be guided through the fundamentals of level design: each chapter builds on the types of research, ideation, best practices, and methodologies Level Designers employ when creating prototypes and shipped games. A series of interviews with designers and case studies from game studios examine the application of industry-wide expertise used to create triple-A and indie game titles. By the end of this book you will have gained valuable insight into the role of a Level Designer and be able to devise, plan, and build your own engaging and entertaining game levels.
Publisher: Bloomsbury Academic
ISBN: 1350015725
Category : Games & Activities
Languages : en
Pages : 187
Book Description
Level design connects the player to the game through challenges, experiences, and emotions. This book is an invaluable introduction to the evolving practices of Level Designers across the games industry. The increasingly complex role of the Level Designer requires technical and creative skill as it brings together architecture, art, player psychology, interaction design, usability, and experience design. This book explores in detail the principles designers employ when planning levels and building engaging spaces for the player. As well as practical approaches to level design, the book delves into the theoretical underpinnings of the processes and charts a path towards thinking like a Level Designer. Throughout the book you will be guided through the fundamentals of level design: each chapter builds on the types of research, ideation, best practices, and methodologies Level Designers employ when creating prototypes and shipped games. A series of interviews with designers and case studies from game studios examine the application of industry-wide expertise used to create triple-A and indie game titles. By the end of this book you will have gained valuable insight into the role of a Level Designer and be able to devise, plan, and build your own engaging and entertaining game levels.
Verification Techniques for System-Level Design
Author: Masahiro Fujita
Publisher: Morgan Kaufmann
ISBN: 0080553133
Category : Computers
Languages : en
Pages : 251
Book Description
This book will explain how to verify SoC (Systems on Chip) logic designs using "formal and "semiformal verification techniques. The critical issue to be addressed is whether the functionality of the design is the one that the designers intended. Simulation has been used for checking the correctness of SoC designs (as in "functional verification), but many subtle design errors cannot be caught by simulation. Recently, formal verification, giving mathematical proof of the correctness of designs, has been gaining popularity.For higher design productivity, it is essential to debug designs as early as possible, which this book facilitates. This book covers all aspects of high-level formal and semiformal verification techniques for system level designs.• First book that covers all aspects of formal and semiformal, high-level (higher than RTL) design verification targeting SoC designs.• Formal verification of high-level designs (RTL or higher).• Verification techniques are discussed with associated system-level design methodology.
Publisher: Morgan Kaufmann
ISBN: 0080553133
Category : Computers
Languages : en
Pages : 251
Book Description
This book will explain how to verify SoC (Systems on Chip) logic designs using "formal and "semiformal verification techniques. The critical issue to be addressed is whether the functionality of the design is the one that the designers intended. Simulation has been used for checking the correctness of SoC designs (as in "functional verification), but many subtle design errors cannot be caught by simulation. Recently, formal verification, giving mathematical proof of the correctness of designs, has been gaining popularity.For higher design productivity, it is essential to debug designs as early as possible, which this book facilitates. This book covers all aspects of high-level formal and semiformal verification techniques for system level designs.• First book that covers all aspects of formal and semiformal, high-level (higher than RTL) design verification targeting SoC designs.• Formal verification of high-level designs (RTL or higher).• Verification techniques are discussed with associated system-level design methodology.
Design Rules
Author: Elaine Griffin
Publisher: Penguin
ISBN: 1101162937
Category : Architecture
Languages : en
Pages : 262
Book Description
Recipient of the Gold Medal in the Living Now Awards-Home Improvement The essential do-it-yourself guide from one of the top designers in the country that uncovers the secret home design rules used by the pros Many design books are filled with lavish photography of perfect rooms that most of us can only dream of re-creating. Without any practical advice, the look is unattainable. That's where Design Rules comes in. Here, Elaine Griffin, one of the country's 100 top designers (House Beautiful), explains all the practical decorating standards that professionals use behind the scenes to create flowing, balanced, gorgeous design. Packed with helpful illustrations and hundreds of step-by-step tips, Design Rules includes essential advice such as: ?Pick a pleasing color palette (that really works) ?Correctly size their bedsize tables (so they don't tower over their beds) ?Enhance the visual appeal of windowless rooms (so they're not dungeons) ?Design furniture arrangements that function and flow ?Style up even the most forlorn kitchens, baths and yes, basements and laundry rooms (honey, no space is too dreadful to be made ultra fab) ?Brighten up their kitchens with a can of paint and a burst of strategically- placed color (location, location, location!) ?Figure out which styles of furniture go together (there is a rule and it's easy!) ?Make their own personalities shine throughout their homes (because they should) ?And oodles more! Design Rules is for the growing number of savvy, novice home designers who are well-versed in what good design looks like, but need advice on how to translate it into their own home. It is the home design bible people have been waiting for.
Publisher: Penguin
ISBN: 1101162937
Category : Architecture
Languages : en
Pages : 262
Book Description
Recipient of the Gold Medal in the Living Now Awards-Home Improvement The essential do-it-yourself guide from one of the top designers in the country that uncovers the secret home design rules used by the pros Many design books are filled with lavish photography of perfect rooms that most of us can only dream of re-creating. Without any practical advice, the look is unattainable. That's where Design Rules comes in. Here, Elaine Griffin, one of the country's 100 top designers (House Beautiful), explains all the practical decorating standards that professionals use behind the scenes to create flowing, balanced, gorgeous design. Packed with helpful illustrations and hundreds of step-by-step tips, Design Rules includes essential advice such as: ?Pick a pleasing color palette (that really works) ?Correctly size their bedsize tables (so they don't tower over their beds) ?Enhance the visual appeal of windowless rooms (so they're not dungeons) ?Design furniture arrangements that function and flow ?Style up even the most forlorn kitchens, baths and yes, basements and laundry rooms (honey, no space is too dreadful to be made ultra fab) ?Brighten up their kitchens with a can of paint and a burst of strategically- placed color (location, location, location!) ?Figure out which styles of furniture go together (there is a rule and it's easy!) ?Make their own personalities shine throughout their homes (because they should) ?And oodles more! Design Rules is for the growing number of savvy, novice home designers who are well-versed in what good design looks like, but need advice on how to translate it into their own home. It is the home design bible people have been waiting for.