Architectural Approach to Level Design, 2/e (Paperback)
暫譯: 關卡設計的建築學方法,第 2 版(平裝)

Totten, Christopher W.

相關主題

商品描述

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.

 

Now in its second edition, An Architectural Approach to Level Design presents architectural techniques and theories for you to use in your 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 that space. It also addresses industry issues like how to build interesting tutorial levels and how to use computer-generated level design systems without losing the player-focused design of handmade levels. Throughout the text, you will learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory.

FEATURES

 

 

 

 

 

 

 

 

 

 

  • Presents case studies that offer insight on modern level design practices, methods, and tools
  • Presents perspectives from industry designers, independent game developers, scientists, psychologists, and academics
  • Explores how historical structures can teach us about good level design
  • Shows how to use space to guide or elicit emotion from players
  • Includes chapter exercises that encourage you to use principles from the chapter in digital prototypes, playtesting sessions, paper mock-ups, and design journals

Bringing together topics in game design and architecture, this book helps you create better spaces for your games. Software independent, the book discusses tools and techniques that you can use in crafting your interactive worlds.

商品描述(中文翻譯)

《關卡設計的建築方法》由一位受過建築學訓練的遊戲開發者兼教授撰寫,是最早將建築與空間設計理論融入關卡設計領域的書籍之一。本書透過建築的脈絡與歷史,探討關卡設計的原則。

現在推出第二版,《關卡設計的建築方法》介紹可應用於自身作品的建築技術與理論。作者以不同方式連結建築與關卡設計,探討設計師建構空間時所涉及的實務要素,以及人類如何與空間互動、為何會與空間互動等體驗層面的要素。本書也涵蓋產業中的相關議題,例如如何打造有趣的教學關卡,以及如何使用電腦產生的關卡設計系統,同時保有手工製作關卡以玩家為核心的設計精神。閱讀本書的過程中,你將學習空間配置、透過遊戲空間營造情緒,以及運用建築理論打造更優質關卡的技巧。

特色

• 透過案例研究,深入了解現代關卡設計的實務、方法與工具
• 呈現業界設計師、獨立遊戲開發者、科學家、心理學家與學者的觀點
• 探討歷史建築如何教導我們優良關卡設計的概念
• 說明如何運用空間引導玩家,或引發玩家的情緒
• 收錄各章練習,鼓勵你將章節中的原則應用於數位原型、遊戲測試、紙上模型與設計日誌

本書整合遊戲設計與建築學的主題,協助你為遊戲創造更優質的空間。本書不受特定軟體限制,並介紹可用於打造互動世界的工具與技術。

作者簡介

Chris Totten is Game Artist in Residence at American University. He has contributed to several independent game productions as an artist, animator, level designer, game designer, and project manager. Totten is also an active writer in the game industry, with articles featured on VideoGameWriters.com, GameCareerGuide, and Gamasutra. He has also published a book entitled Game Character Creation with Blender and Unity. Totten's writings on interdisciplinary approaches to game design have earned him guest speaking appearances at GDC China, Dakota State University's Workshop on Integrated Design in Games, and East Coast Game Conference.

作者簡介(中文翻譯)

Chris Totten 是 American University 的駐校遊戲藝術家(Game Artist in Residence)。他曾以美術師、動畫師、關卡設計師、遊戲設計師及專案經理等身分,參與多項獨立遊戲製作。Totten 同時也是遊戲產業中相當活躍的作家,文章曾刊登於 VideoGameWriters.com、GameCareerGuide 及 Gamasutra。他也出版了《Game Character Creation with Blender and Unity》一書。Totten 關於遊戲設計跨學科方法的文章,讓他受邀在 GDC China、Dakota State University 的 Workshop on Integrated Design in Games,以及 East Coast Game Conference 擔任客座講者。