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AN ARCHITECTURAL APPROACH TO LEVEL DESIGN By Christopher W. Totten **Excellent**
US $29.97
ApproximatelyRM 127.25
Condition:
Very Good
A book that has been read but is in excellent condition. No obvious damage to the cover, with the dust jacket included for hard covers. No missing or damaged pages, no creases or tears, and no underlining/highlighting of text or writing in the margins. May be very minimal identifying marks on the inside cover. Very minimal wear and tear.
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eBay item number:356961270895
Item specifics
- Condition
- Book Title
- An Architectural Approach to Level Design
- ISBN-10
- 1466585412
- ISBN
- 9781466585416
About this product
Product Identifiers
Publisher
A + K Peter's, The Limited
ISBN-10
1466585412
ISBN-13
9781466585416
eBay Product ID (ePID)
177271465
Product Key Features
Number of Pages
469 Pages
Language
English
Publication Name
Architectural Approach to Level Design
Publication Year
2014
Subject
Programming / Games, Computer Graphics, General
Type
Textbook
Subject Area
Computers
Format
Trade Paperback
Dimensions
Item Height
1.1 in
Item Weight
23.2 Oz
Item Length
9.3 in
Item Width
6.5 in
Additional Product Features
Intended Audience
College Audience
LCCN
2014-007010
Dewey Edition
23
Reviews
"The book appears to have been written with a great care and I was pleased to see a fresh description and illustration in the contents of the chapters, which drew my attention to read through in detail. I found the presentation clear and lucid and it also summarised some new points that are not found in related books on this subject." --Sekhar Muddu, Indian Institute of Science, Bangalore
TitleLeading
An
Illustrated
Yes
Dewey Decimal
005.12
Table Of Content
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.
Synopsis
Explore Level Design through the Lens of Architectural and Spatial Experience Theory Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture, providing information useful to both academics and game development professionals. Understand Spatial Design Principles for Game Levels in 2D, 3D, and Multiplayer Applications The book presents architectural techniques and theories for level designers to use in their own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. Create Meaningful User Experiences in Your Games Bringing together topics in game design and architecture, this book helps designers create better spaces for their games. Software independent, the book discusses tools and techniques that designers can use in crafting their interactive worlds.
LC Classification Number
QA76.76.C672T679
Item description from the seller
Seller feedback (148)
- 1***u (75)- Feedback left by buyer.Past monthVerified purchaseItem (older book) was well represented. Shipping was SUPER fast. Packaging was above average. An extremely positive experience. Would recommend this seller.
- b***t (85)- Feedback left by buyer.Past monthVerified purchaseBrand new book, reasonably priced. Very quick turnaround time in terms of shipping and delivery. A very positive experience. Thank you.
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