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Video Game Level Design: How to Create Video Games with Emotion, Interaction, and Engagement (Required Reading Range)

✍ Scribed by Michael Salmond


Publisher
Bloomsbury Academic
Year
2021
Tongue
English
Leaves
187
Category
Library

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No coin nor oath required. For personal study only.

✦ Synopsis


Level design connects the player to the game through challenges, experiences, and emotions. This book is an invaluable introduction to the evolving practices of Level Designers across the games industry. The increasingly complex role of the Level Designer requires technical and creative skill as it brings together architecture, art, player psychology, interaction design, usability, and experience design. This book explores in detail the principles designers employ when planning levels and building engaging spaces for the player. As well as practical approaches to level design, the book delves into the theoretical underpinnings of the processes and charts a path towards thinking like a Level Designer.

Throughout the book you will be guided through the fundamentals of level design: each chapter builds on the types of research, ideation, best practices, and methodologies Level Designers employ when creating prototypes and shipped games. A series of interviews with designers and case studies from game studios examine the application of industry-wide expertise used to create triple-A and indie game titles. By the end of this book you will have gained valuable insight into the role of a Level Designer and be able to devise, plan, and build your own engaging and entertaining game levels.

✦ Table of Contents


VIDEO GAME LEVEL DESIGN
VIDEO GAME LEVEL DESIGN How to Create Video Games with Emotion, Interaction, and Engagement
Contents
Level Design: Principles and Practices from the Ground Up
1
Getting Started: Research and Preproduction
2
The Principles of Level Design
3
Constraints, Player Flow, and Objectives
4
The Player: Motivations, Psychology, and Behaviors
5
The Anatomy of Level Design
6
The Process of Level Design
7
Modular Level Design and Environment Art
8
Designing Nonplayer Behaviors and Encounters
9
Combat Design and Multiplayer Design
Bibliography and Game Credits
Index


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