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Full Description
Explore Level Design through the Lens of Architectural and Spatial Experience TheoryWritten 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 ApplicationsThe 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 GamesBringing 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.
Contents
A Brief History of Architecture and Level Design Breaking the Rules of Level Design An Experiential History of ArchitectureThe History of GamespacesWays of Seeing for Level DesignTools and Techniques for Level Design Level Design Goals for Creating Game Experiences Non-Digital Level Design ToolsDigital Level Design Tools Level Design WorkflowsEngine-Specific MethodologiesBasic Gamespaces Architectural Spatial Arrangements Historic Gamespace Structures Spatial Size TypesMolecule Level Spaces Form Follows Gameplay with Proximity Diagrams Hub Spaces Sandbox GamespacesConsiderations of CameraEnemies as Alternative ArchitectureTeaching in Levels through Visual Communication Teaching Theories for Game Levels Symbols and Visual Design in GamesArchitectural Forms and Types Teaching Gameplay through Advertising Methods Controlling Information in Memory PalacesIntroducing Emotional Level Design through Survival Instincts Survival Instincts and Player Avatars Prospect and Refuge Spatial Design Shade, Shadow, and Survival Loving and Hating HeightConclusionEnticing Players with Reward SpacesThe Purpose of Rewards The Types of Rewards in Gamespaces Making Rewards Exciting through Denial Goals and Reward SchedulesStorytelling in Gamespace Expressive Design Mechanics vs. Motif Narrative SpacesEnvironment 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 WorldbuildingOffering Experiential Choice Degenerative DesignInfluencing 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 GamesEnhancing Level Design with Music and Sounds The Role of Rhythm in Games and BuildingsComplementing Level Design with Ambient Sound Enhancing Gameplay Experiences with Sound DesignReal-World Adaptive Level Design When Magic Circles Collide Adaptive Game Reuse Goals Analysis for Adaptive Core MechanicsA Summary and Endnotes appear at the end of each chapter.