Game Level Design Game Development Series 1st Edition by Ed Byrne – Ebook PDF Instant Download/Delivery:1584503696, 9781584503699
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Product details:
ISBN 10: 1584503696
ISBN 13: 9781584503699
Author: Ed Byrne
Table of contents:
Introduction to Level Design
Game Design
Level Designers
Anatomy of Level Design
Defining Levels
Brief History of Levels
Interview with Richard “Levelord” Gray of Ritual Entertainment
Building a Simple Level
Level Design Building Blocks
Concept Development
Environment Creation
Determining Challenge Mechanics
Summary
Team Roles and the Pipeline
Development Teams
Management Roles
Design Roles
Art Roles
Programming Roles
Audio Roles
Team Setup
The Pipeline
Interview with Hayden Wilkinson of KnowWonder Digital Mediaworks
Basic Level Design Theory
What Makes the Level Fun
Player Ergonomics
Level Flow
Aesthetic Rhythm
Difficulty Balancing
Wow Factor
Hooks
Summary
Interview with Dream Smith of Griptonite Games
Refining the Player Experience
Creating a Level Abstract
Connectivity and Defining Boundaries
Flow Versus Freedom
Gameplay Narrative
Designing Ingredients
Creating Tension
Lighting
Music and Sound
Risks and Rewards
Scripted Gameplay
Summary
Interview with Harvey Smith
Common Level Design Limitations
Technical Limitations
Environmental Limitations
Constraints in Licensed Games
Summary
Designing and Documenting the Level
Game Metrics
Brainstorming and Idea Generation
Creating a Paper Design
Supporting Documents
Reviews and Revisions
Summary
Interview with Ian Fischer of Ensemble Studios
Using a Level Editor: Building a 3D Space in UnrealEd
Installing and Opening the Editor
Starting a New Map
Viewing the Level in UnrealEd
Working with Level Geometry
Placing Actors
Testing the Level
Loading Textures
Summary
Building the Level Part 1: Basic Building Techniques
The Whitebox Process
Scale and Volume
Popular Level Building Approaches
Optimization Techniques
Test Your Work Constantly
Summary
Interview with Lee Perry of Epic Games
Building the Level Part 2: Visual Design
Structure and Beauty
The Style Guide
Texturing
Lighting
Placing Props
Additional Visual Elements
Summary
Interview with Mathieu Bérubé of Ubisoft Entertainment, Inc.
Building the Level Part 3: Theme, Investment, and Atmosphere
Theme and Style
Natural Elements
Sound and Music
Lighting
Player Investment
Atmosphere
Summary
Interview with Rich Carlson of Digital Eel
A Case Study: The CIA Level from Tom Clancy’s Splinter Cell
Introduction to Splinter Cell
The Team
The Pipeline
Creating the Level Design Structure
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Ed Byrne,Game,Design