
Résumé
As a level designer in the game industry you can determine exactly what the player sees, hears, and feels in the game. The reward of seeing your game on a store shelf or hearing people talk about one of your levels is an incredibly fulfilling experience. If this is a path you want to take, Game Level Design will show you the way.
This book is about the fundamentals of level design: it teaches you common procedures for designing, drafting, and creating interactive environments for games. It explains what level design is, where it came from, and, most important, how to plan, design, and construct levels professionally for modern-day computer and video games.
Throughout the book, practical explanations and demonstrations use the basic, advanced, and real-world techniques needed to create game levels for hit titles. It also uses historical examples, interviews with outstanding level designers, and a focus on professional level design, to teach game developers of all levels, from amateur "mod" mappers to seasoned multi-title veterans, how to implement these techniques into your own projects.
Although the content in the book uses many examples from popular genres, such as first-person shooters (FPS), action adventures, and real-time strategy (RTS) games, the approach is designed to teach level design as a genre- and platform-independent craft. All games need to take place in environments, and by extension, the rules of level design apply to all games to some degree, so with the skills and techniques you learn here, you'll be ready for any level challenge.
Highlights:
- Teaches the level design process, approaches, and team issues
- Includes first-hand experiences and interviews with level designers
- Provides an invaluable resource for level design beginners
- Deals with some advanced and theoretical methodologies in level design
- Uses popular tools throughout the examples with an emphasis on UnrealEd
- Covers many genres and platforms and provides actual documentation from published titles, including a case study of the CIA Level from Tom Clancy's Splinter Cell
- Includes a CD-ROM with the level files from the book, the Unreal 2 Runtime Demo, and Photoshop CS trial version
On the CD!
- Photoshop CS trial version
- Unreal 2 Runtime Demo Free demo of the acclaimed Unreal Engine and level editor used to create diverse titles such as Unreal Tournament 2003, Splinter Cell, Thief 3, Republic Commandos, Harry Potter and the Prisoner of Azkaban, and Lineage 2
- Terragen
Free version of the classic shareware program that " generates realistic looking skies and landscapes for use in game levels - OpenOfRce.org
The free and fully featured open-source office suite with everything a level designer needs for documentation and design communication - All images, textures, and environments used to create the illustrations in the book, along with sample documents
SYSTEM REQUIREMENTS
To view the figures included on the CD-ROM you must have the following system requirements: Microsoft Windows 2000 with Service Pack 3 or Windows XP , Intel (III or better) or AMD processor at 300MHz, 192MB RAM, Graphics card and monitor supporting 1024x768 viewing resolution at 16-bit color minimum Windows-compliant pointing device, CD-ROM drive, Internet Explorer 4.0 or higher. To use all the demos on the CD, you'll need DirectX, 250MB available hard disk space, Java Runtime Environment installed (download for free at http://java.com), 256MB RAM, 16MB NVIDIATNT2-class or other DirectX version 8-compliant video card, Windows-compatible sound card, DirectX: DirectX version 8.1b3 or higher, Modem: 33.3Kbps.
L'auteur - Ed Byrne
Ed Byrne (Kirkland,WA) is currently lead designer at Zipper Interactive in Redmond, WA. He has also worked as a level designer for Amaze Entertainment and for prominent games such as Harry Potter and the Prisoner ofAzkaban, Harry Potter and the Chamber of Secrets, and Ubisoft's Splinter Cell.
Sommaire
- Acknowledgments
- Introduction
- Introduction to Level Design
- Building a Simple Level
- Team Roles and the Pipeline
- Basic Level Design Theory
- Refining the Player Experience
- Common Level Design Limitations
- Designing and Documenting the Level
- Using a Level: Building a 3D Space in UnrealEd
- Building the Level Part 1: Basic Building Techniques
- Building the Level Part 2: Visual Design
- Building the Level Part 3: Theme, Investment, and Atmosphere
- A Case study: The CIA Level from Tom Clancy's Splinter Cell
- Final Word
- Appendix: About the CD-ROM
- Index
Caractéristiques techniques
PAPIER | |
Éditeur(s) | Charles River Media |
Auteur(s) | Ed Byrne |
Collection | Game development series |
Parution | 31/12/2004 |
Nb. de pages | 344 |
Format | 18,5 x 23,5 |
Couverture | Broché |
Poids | 786g |
Intérieur | Noir et Blanc |
EAN13 | 9781584503699 |
ISBN13 | 978-1-58450-369-9 |
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