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Englisch
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Beschreibung
Level design is the creation of levels - locales, stages, or missions - in a video game. Level design is as much an art as it is a science; it requires artistic skills and know-how as well as an extensive technical knowledge and is an extremely important part of computer game design. Good or bad level design can make or break any game, so it is surprising how little reference material exists for level designers. Beginning level designers have a limited understanding of the tools and techniques they can use to achieve their goals, or even define them. This book is the first to use a conceptual and theoretical foundation to build such a set of practical tools and techniques. It is tied to no particular technology or genre, so it will be a useful reference for many years to come. Kremers covers many concepts universal to level design, such as interactivity, world building, immersion, sensory perception, pace, and more, and he shows how to apply these concepts in practical ways, with many examples from real games.
Level design is the creation of levels - locales, stages, or missions - in a video game. Level design is as much an art as it is a science; it requires artistic skills and know-how as well as an extensive technical knowledge and is an extremely important part of computer game design. Good or bad level design can make or break any game, so it is surprising how little reference material exists for level designers. Beginning level designers have a limited understanding of the tools and techniques they can use to achieve their goals, or even define them. This book is the first to use a conceptual and theoretical foundation to build such a set of practical tools and techniques. It is tied to no particular technology or genre, so it will be a useful reference for many years to come. Kremers covers many concepts universal to level design, such as interactivity, world building, immersion, sensory perception, pace, and more, and he shows how to apply these concepts in practical ways, with many examples from real games.
Über den Autor
Rudolf Kremers
Inhaltsverzeichnis
Introduction to Level Design. Emotional Feedback Systems. Game Environments. Game Stories. Designing Gameplay. Final Thoughts.
Details
Erscheinungsjahr: | 2009 |
---|---|
Fachbereich: | Nachrichtentechnik |
Genre: | Importe, Technik |
Rubrik: | Naturwissenschaften & Technik |
Medium: | Taschenbuch |
Inhalt: | Einband - flex.(Paperback) |
ISBN-13: | 9781568813387 |
ISBN-10: | 1568813384 |
Sprache: | Englisch |
Einband: | Kartoniert / Broschiert |
Autor: | Kremers, Rudolf |
Hersteller: | Taylor & Francis Inc |
Verantwortliche Person für die EU: | preigu, Ansas Meyer, Lengericher Landstr. 19, D-49078 Osnabrück, mail@preigu.de |
Maße: | 233 x 191 x 32 mm |
Von/Mit: | Rudolf Kremers |
Erscheinungsdatum: | 21.10.2009 |
Gewicht: | 0,808 kg |
Über den Autor
Rudolf Kremers
Inhaltsverzeichnis
Introduction to Level Design. Emotional Feedback Systems. Game Environments. Game Stories. Designing Gameplay. Final Thoughts.
Details
Erscheinungsjahr: | 2009 |
---|---|
Fachbereich: | Nachrichtentechnik |
Genre: | Importe, Technik |
Rubrik: | Naturwissenschaften & Technik |
Medium: | Taschenbuch |
Inhalt: | Einband - flex.(Paperback) |
ISBN-13: | 9781568813387 |
ISBN-10: | 1568813384 |
Sprache: | Englisch |
Einband: | Kartoniert / Broschiert |
Autor: | Kremers, Rudolf |
Hersteller: | Taylor & Francis Inc |
Verantwortliche Person für die EU: | preigu, Ansas Meyer, Lengericher Landstr. 19, D-49078 Osnabrück, mail@preigu.de |
Maße: | 233 x 191 x 32 mm |
Von/Mit: | Rudolf Kremers |
Erscheinungsdatum: | 21.10.2009 |
Gewicht: | 0,808 kg |
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