Game level design / by Ed Byrne.
Publisher: 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 BYRItem type | Current library | Collection | Call number | Copy number | Status | Date due | Barcode | |
---|---|---|---|---|---|---|---|---|
Book | MAIN LIBRARY Book | 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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