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An Architectural Approach to Level Design

An Architectural Approach to Level Design by Christopher W. Totten
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A Brief History of Architecture and Level Design
Breaking the Rules of Level Design
An Experiential History of Architecture
The History of Gamespaces
Ways of Seeing for Level Design

Tools and Techniques for Level Design
Level Design Goals for Creating Game Experiences
Non-Digital Level Design Tools
Digital Level Design Tools
Level Design Workflows
Engine-Specific Methodologies

Basic Gamespaces
Architectural Spatial Arrangements
Historic Gamespace Structures
Spatial Size Types
Molecule Level Spaces
Form Follows Gameplay with Proximity Diagrams
Hub Spaces
Sandbox Gamespaces
Considerations of Camera
Enemies as Alternative Architecture

Teaching in Levels through Visual Communication
Teaching Theories for Game Levels
Symbols and Visual Design in Games
Architectural Forms and Types
Teaching Gameplay through Advertising Methods
Controlling Information in Memory Palaces

Introducing Emotional Level Design through Survival Instincts
Survival Instincts and Player Avatars
Prospect and Refuge Spatial Design
Shade, Shadow, and Survival
Loving and Hating Height
Conclusion

Enticing Players with Reward Spaces
The Purpose of Rewards
The Types of Rewards in Gamespaces
Making Rewards Exciting through Denial
Goals and Reward Schedules

Storytelling in Gamespace
Expressive Design
Mechanics vs. Motif
Narrative Spaces
Environment Art Storytelling
Materiality and the Hero’s Journey
Pacing and Narrative Rewards

Possibility Spaces and Worldbuilding
Understanding Immersion and Player Individuality
Architectural Phenomenology and Play
Emergent Spaces
Miniature Garden Aesthetic
Japanese Garden Design and Worldbuilding
Offering Experiential Choice
Degenerative Design

Influencing Social Interaction with Level Design
Emergence and Social Interaction
Learning from Urban Emergence
The Importance of Spawn Points and Quest Hubs
Houses, Homes, and Hometowns in Games

Enhancing Level Design with Music and Sounds
The Role of Rhythm in Games and Buildings
Complementing Level Design with Ambient Sound
Enhancing Gameplay Experiences with Sound Design

Real-World Adaptive Level Design
When Magic Circles Collide
Adaptive Game Reuse Goals
Analysis for Adaptive Core Mechanics

A Summary and Endnotes appear at the end of each chapter.

CRC Press; May 2014
456 pages; ISBN 9781466585423
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Title: An Architectural Approach to Level Design
Author: Christopher W. Totten
 
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