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Game level design / by Ed Byrne.

By: Byrne, EdPublisher: Hingham : Charles River Media, 2004Description: 400 p. 24 cm. ill.[some b/w]001: 9349ISBN: 1584503696Subject(s): Computer and video games | Computer programming | Game designDDC classification: 794.81526 BYR
Holdings
Item type Current library Collection Call number Copy number Status Date due Barcode
Book MAIN LIBRARY Book PRINT 794.81526 BYR (Browse shelf(Opens below)) 1 Checked out 10/11/2023 080590

Enhanced descriptions from Syndetics:

The principles and approaches are common to most game genres and platforms. Many of the most popular tools and technologies on the market today are also examined and discussed as part of the contemporary level designer's toolbox.

Includes Cd-Rom

Includes acknowledgements, index

Table of contents provided by Syndetics

  • 1 Introduction to Level Design
  • 2 Building a Simple Level
  • 3 Team Roles and the Pipeline
  • 4 Basic Level Design Theory
  • 5 Refining the Player Experience
  • 6 Common Level Design Limitations
  • 7 Designing and Documenting the Level
  • 8 Using a Level Editor: Building a 3D Space in UnrealEd
  • 9 Building the Level
  • Part 1 Basic Building Techniques
  • 10 Building the Level
  • Part 2 Visual Design Interview with Mathieu BTrubT of Ubisoft Entertainment, Inc. (p. 277)
  • 11 Building the Level
  • Part 3 Theme, Investment, and Atmosphere
  • 12 A Case Study: The CIA Level from Tom Clancy's Splinter Cell
  • 13 Final Word
  • Appendix
  • About the CD-ROM
  • Index

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