
Level Design for Games
Creating Compelling Game Experiences
Résumé
At the heart of any great computer game are expertly designed levels: the locales and stages that define gameplay. And at the core of any strong game development team are the level designers: the people who create the spaces and environments that you move through while playing the game. And because level design doesn't require a fine arts or programming degree, it's one of the best avenues into a career in game development. Level Design for Games: Creating Compelling Game Experiences is the definitive guide to level design, both for aspiring game developers, and for industry pros looking for practical, best-practice tips and advice.
With over ten years of experience with some of the industry's top developers, Phil Co starts the reader at the very beginning of the game development process, explaining the level designer's role in the all-important preproduction phase. Co then moves into the production phase, using a fictional level to demonstrate how to create and refine your level.
Packed with screenshots, diagrams, and real-world examples, this book gives you all the tools you need to build your own professional-grade level, including level narratives, descriptions, diagrams, and templates. Chapter assignments help you practice what you've learned, and the demo of Epic's UnrealEngineZ Editor (UnrealEd), included on the companion CD-ROM, gives you hands-on experience with an industry-standard tool.
CD-ROM includes a demo of the UnrealEngine2 Editor and sample maps and textures to guide you through chapter assignments.
L'auteur - Phil Co
Phil Co has a degree in architecture from the University of Virginia but opted instead for a career in video games. Starting out as a tester at SEGA, he's been a level designer since 1996 for some of the best-regarded game developers in the industry, including Cyclone Studios, Blizzard, and Valve Software, makers of the hugely popular "Half-Life" series. Phil lives in Seattle with his wife and son.
Sommaire
- Introduction
- How Do You Make a Game?
- Defining the Game
- Enemies and Obstacles: Choosing Your Challenges
- Brainstorming Your Level Ideas
- Designing With a Diagram
- The Template
- Improving Your Level
- Taking It to 11
- Ship It!
- Epilogue
- Index
Caractéristiques techniques
PAPIER | |
Éditeur(s) | New Riders |
Auteur(s) | Phil Co |
Parution | 28/02/2006 |
Nb. de pages | 338 |
Format | 19 x 23 |
Couverture | Broché |
Poids | 611g |
Intérieur | Noir et Blanc |
EAN13 | 9780321375971 |
ISBN13 | 978-0-321-37597-1 |
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