Architectural Approach to Level Design: Second Edition
暫譯: 關於關卡設計的架構方法:第二版

Totten, Christopher W.

  • 出版商: A K Peters
  • 出版日期: 2019-05-10
  • 售價: $2,625
  • 貴賓價: 9.5$2,494
  • 語言: 英文
  • 頁數: 625
  • 裝訂: Quality Paper - also called trade paper
  • ISBN: 081536136X
  • ISBN-13: 9780815361367
  • 相關分類: 使用者經驗 UX遊戲設計 Game-design
  • 立即出貨 (庫存=1)

相關主題

商品描述

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.

 

Now in its second edition, An Architectural Approach to Level Design presents architectural techniques and theories for you to use in your 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 that space. It also addresses industry issues like how to build interesting tutorial levels and how to use computer-generated level design systems without losing the player-focused design of handmade levels. Throughout the text, you will learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory.

FEATURES

 

 

 

 

 

 

 

 

 

 

  • Presents case studies that offer insight on modern level design practices, methods, and tools
  • Presents perspectives from industry designers, independent game developers, scientists, psychologists, and academics
  • Explores how historical structures can teach us about good level design
  • Shows how to use space to guide or elicit emotion from players
  • Includes chapter exercises that encourage you to use principles from the chapter in digital prototypes, playtesting sessions, paper mock-ups, and design journals

Bringing together topics in game design and architecture, this book helps you create better spaces for your games. Software independent, the book discusses tools and techniques that you can use in crafting your interactive worlds.

商品描述(中文翻譯)

由一位遊戲開發者及受過建築訓練的教授所撰寫,建築導向的關卡設計是首批將建築與空間設計理論整合進關卡設計領域的書籍之一。它透過建築的背景與歷史探討關卡設計的原則。

 

現在已進入第二版,建築導向的關卡設計提供了建築技術與理論,供您在自己的作品中使用。作者以不同的方式將建築與關卡設計聯繫起來,探討設計師如何構建空間的實務元素,以及人類如何與該空間互動的體驗元素。它還探討了行業問題,例如如何構建有趣的教學關卡,以及如何使用計算機生成的關卡設計系統而不失去手工製作關卡的以玩家為中心的設計。在整本書中,您將學習到空間佈局的技能、通過遊戲空間喚起情感,以及如何通過建築理論創造更好的關卡。

特色

 


  • 提供案例研究,深入了解現代關卡設計的實踐、方法和工具

  • 呈現來自行業設計師、獨立遊戲開發者、科學家、心理學家和學者的觀點

  • 探討歷史建築如何教導我們良好的關卡設計

  • 展示如何利用空間引導或喚起玩家的情感

  • 包含章節練習,鼓勵您在數位原型、遊玩測試、紙本模型和設計日誌中運用章節原則

這本書將遊戲設計與建築主題結合,幫助您為遊戲創造更好的空間。該書不依賴特定軟體,討論您在創作互動世界時可以使用的工具和技術。

作者簡介

Chris Totten is Game Artist in Residence at American University. He has contributed to several independent game productions as an artist, animator, level designer, game designer, and project manager. Totten is also an active writer in the game industry, with articles featured on VideoGameWriters.com, GameCareerGuide, and Gamasutra. He has also published a book entitled Game Character Creation with Blender and Unity. Totten's writings on interdisciplinary approaches to game design have earned him guest speaking appearances at GDC China, Dakota State University's Workshop on Integrated Design in Games, and East Coast Game Conference.

作者簡介(中文翻譯)

克里斯·托滕是美國大學的遊戲藝術駐校藝術家。他作為藝術家、動畫師、關卡設計師、遊戲設計師和專案經理,參與了多個獨立遊戲的製作。托滕在遊戲產業中也是一位活躍的作家,其文章曾發表在 VideoGameWriters.com、GameCareerGuide 和 Gamasutra 上。他還出版了一本名為《使用 Blender 和 Unity 創建遊戲角色》的書籍。托滕在遊戲設計的跨學科方法方面的著作,使他獲得了在 GDC China、達科他州立大學的遊戲整合設計工作坊以及東海岸遊戲大會的客座演講機會。