Los costos de envío se calcularán en base a esta dirección en todo el sitio.
Selecciona tu país
América
Argentina
Brasil
Canadá
Chile
Colombia
Costa Rica
Ecuador
El Salvador
Estados Unidos
México
Perú
República Dominicana
Uruguay
Europa
Alemania
Austria
Bélgica
Croacia
Dinamarca
Eslovaquia
Eslovenia
España
Finlandia
Francia
Grecia
Hungría
Irlanda
Italia
Letonia
Malta
Noruega
Países Bajos
Polonia
Portugal
Reino Unido
República Checa
Serbia
Suecia
Suiza
Resto del mundo


An Architectural Approach to Level Design (en Inglés)
Christopher W. Totten (Autor) · CRC Press · Tapa Dura
Quedan 20 unidades
$ 279.04This book explores the principles of level design through the context and history of architecture. Written by a game developer and professor trained in architecture, it is one of the first books to integrate architectural and spatial design theory with the field of level design.
Fully updated for this third edition, author Christopher W. Totten presents architectural techniques and theories for you to use in your own work. The book 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. The new edition maintains a focus on player-focused design in handmade levels while addressing the ever-evolving technical pipeline.
Throughout the text, you will learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. This third edition contains a brand-new chapter on how to build levels that better connect with players and hold their interest over longer periods of gameplay, in addition to fully updated references, brand new industry perspectives, as well as a greater emphasis on practical elements of level design throughout.
KEY 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 journalsBringing together topics in game design and architecture, this book helps you create better spaces for your games. Software independent, it discusses tools and techniques that you can use in crafting your interactive worlds.
¿Tienes una pregunta sobre el libro? Inicia sesión para poder agregar tu propia pregunta.


