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Book Cover
Author Totten, Christopher W., author

Title Architectural approach to level design / Christopher W. Totten
Edition Second edition
Published Boca Raton : CRC Press, Taylor & Francis Group, 2019


Description 1 online resource
Contents <P>Foreword<BR><EM>Brian Upton</EM></P><P>1. A Brief History of Architecture and Level Design <BR> BREAKING THE RULES OF LEVEL DESIGN <BR> AN EXPERIENTIAL HISTORY OF ARCHITECTURE <BR> Elements of Architecture and Level Design <BR> Functional Requirements <BR> Usability <BR> Delight <BR> The Beginnings of Architectural Sight Lines <BR> Architecture as Representation in Ancient Mesopotamia <BR> Architecture as Statement in Ancient Egypt <BR> Spatial and Symbolic Relationships in Greek Architecture <BR> Indian, Southeast Asian, and Asian Representational Architecture <BR> Linear Experiences in Roman Architecture <BR> Medieval Christian and Islamic Symbolic Architecture <BR> The Renaissance Return to Human-Centered Architecture <BR> Ornamental Reformations and Material Revolutions <BR> THE HISTORY OF GAMESPACES <BR> Board Design for Early Games <BR> Physical Gamespaces and Architecture <BR> Digital Gamespaces <BR> WAYS OF SEEING FOR LEVEL DESIGN <BR> SUMMARY <BR> CHAPTER EXERCISES <BR> ENDNOTES <BR> Industry Perspectives<BR> Reflections on Game Landscapes -- Dr. Umran Ali<BR> <BR>2. Drawing for Level Designers <BR> LEVEL DESIGN GOALS <BR> Adjustment Player Behavior <BR> Transmitting Meaning <BR> Augmentation of Space <BR> NON-DIGITAL LEVEL DESIGN TECHNIQUES <BR> Basic Drawing Techniques <BR> How to Draw a Line <BR> Contours and Line Weights <BR> Drawing with References <BR> Shading <BR> Hierarchical Drawing <BR> Types of Architectural Drawings <BR> Plan <BR> Section <BR> Elevation <BR> Axonometric <BR> Perspective <BR> Sketching and Journal Writing <BR> Designing on Paper <BR> Notation Methods for Level Design <BR> Proximity Diagrams <BR> Concept Diagrams <BR> Game Mapping <BR> Flow Charts <BR> Mark Brown's Boss Key Diagrams <BR> DIGITAL LEVEL DESIGN TOOLS <BR> CAD Programs <BR> Digital Art Programs <BR> Engine Primitives and Placeholder Art <BR> D Modeling Programs <BR> SUMMARY <BR> CHAPTER EXERCISES <BR> ENDNOTES <BR> Industry Perspectives<BR> Tools and Design -- Robin-Yann Storm</P><P>3. Level Design Workflows <BR> FORM FOLLOWS FUNCTION <BR> Form Follows Core Mechanics <BR> Level Progression with Scaffolding Mechanisms <BR> LEVEL DESIGN WORKFLOWS <BR> Level Design Parti<BR> "Scenes" and Readability<BR> Non-Digtal Prototypes<BR> Digital Prototypes with Grayboxing <BR> Pacing Your Levels with the Nintendo Power Method <BR> Iterative Design with Playtesting <BR> Modular Level Design <BR> LEVEL DESIGN SCHEDULING<BR> The Toy Box<BR> Building from the Middle<BR> Building in Order <BR> SUMMARY<BR> CHAPTER EXERCISES <BR> ENDNOTES </P><P>4. Basic Gamespaces <BR> ARCHITECTURAL SPATIAL ARRANGEMENTS <BR> Figure-Ground <BR> Form-Void <BR> Arrivals <BR> Genius Loci <BR> HISTORIC GAMESPACE STRUCTURES <BR> Labyrinth <BR> Maze <BR> Rhizome <BR> SPATIAL SIZE TYPES <BR> Narrow Space <BR> Intimate Space <BR> Prospect Space <BR> MOLECULE LEVEL SPACES <BR> The Basics of Molecule Design <BR> Spatial Types as Molecule Nodes and Edges <BR> HUB SPACES <BR> SANDBOX GAMESPACES <BR> Pathfinding with Architectural Weenies <BR> Organizing the Sandbox: Kevin Lynch's Image of the City <BR> Landmarks <BR> Paths <BR> Nodes <BR> Edges <BR> Districts <BR> WORKING WITH CAMERA VIEWS <BR> D Views <BR> First Person <BR> Third Person <BR> D Views <BR> Side-Scrolling Space <BR> Top-Down Space <BR> Axonometric/Isometric Views <BR> ENEMIES AS ALTERNATIVE ARCHITECTURE <BR> SUMMARY <BR> CHAPTER EXERCISES <BR> ENDNOTES <BR> Industry Perspectives<BR> alt ctrl level design -- Jerry Belich </P><P><BR>5. Communicating through Environment Art <BR> TEACHING THEORIES FOR GAME LEVELS <BR> Behavior Theory and Operant Conditioning <BR> Montessori Method <BR> Constructivism <BR> SYMBOLS AND VISUAL DESIGN IN GAMES <BR> Implementing Symbols in Games <BR> Teaching with Symbols in Games <BR> Introducing Symbols <BR> Symbols as Guides <BR> Designing and Placing Symbols for Effective Communication <BR> Basic Color Theory <BR> Contrast <BR> Framing <BR> Rule of Thirds <BR> ARCHITECTURAL FORMS AND TYPES <BR> CONTROLLING INFORMATION IN MEMORY PALACES <BR> Certainty <BR> Uncertainty <BR> Risk <BR> Putting it All Together in a Memory Palace<BR> SUMMARY <BR> CHAPTER EXERCISES <BR> ENDNOTES <BR> Interview: Greg Grimsby </P><P><BR>6. Building Exciting Levels with Dangerous Architecture <BR> SURVIVAL INSTINCTS AND GAME COMPLEXITY <BR> Maslow's Hierarchy of Needs <BR> "Bad Spaces": Vulnerability as a Game Mechanic <BR> Vulnerability as a Game Structure <BR> Vulnerability in Individual Game Challenges <BR> PROSPECT AND REFUGE SPATIAL DESIGN <BR> Creating Paths with Refuges, Prospects, and Secondary Refuges <BR> Prospects and Refuges in Architecture <BR> Prospects and Refuges in Video Games <BR> SHADE, SHADOW, AND SURVIVAL <BR> Shade <BR> Shadow <BR> Negative Space <BR> LOVING AND HATING HEIGHT <BR> SUMMARY <BR> CHAPTER EXERCISES <BR> ENDNOTES <BR> A Common Language for Level Design -- Camden Bayer </P><P><BR>7. Rewards in Gamespaces <BR> THE PURPOSE OF REWARDS <BR> Incentivizing In-Game Behaviors <BR> Enticing Exploration <BR> Creating a Sense of Curiosity <BR> THE TYPES OF REWARDS IN GAMESPACES <BR> Reward Vaults <BR> Rewarding Vistas <BR> Meditative Space <BR> Narrative Stages <BR> MAKING REWARDS EXCITING THROUGH DENIAL <BR> Zen Views <BR> Frank Lloyd Wright's Hanna House <BR> Religious Structures and Eastern Garden Design <BR> Layered Walls <BR> Oku <BR> GOALS AND REWARD SCHEDULES <BR> Long- and Short-Term Goals <BR> The Rod of Many Parts <BR> Reward Schedules <BR> SUMMARY <BR> CHAPT
Summary 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
Bibliography Includes bibliographical references and index
Notes Description based on print version record
Subject Level design (Computer science)
Software architecture.
COMPUTERS -- Computer Graphics -- Game Programming & Design.
Level design (Computer science)
Software architecture
Form Electronic book
LC no. 2020693665
ISBN 9781351116282