Document Type
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BL
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Record Number
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951700
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Doc. No
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b706070
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Main Entry
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Feil, John, (John Harold)
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Title & Author
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Beginning game level design /\ John Feil and Marc Scattergood.
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Edition Statement
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1st ed.
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Publication Statement
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Boston, MA :: Thomson Course Technology,, ©2005.
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Series Statement
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Game development series
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Page. NO
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1 online resource (xviii, 232 pages) :: illustrations.
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ISBN
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1592004342
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: 1592004369
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: 9781592004348
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: 9781592004362
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Notes
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Includes index.
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Contents
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Intro -- Contents -- Introduction -- Chapter 1 The Basics of Game Design -- The "Fun"damentals -- Fun -- System Design -- Gameplay -- Designing Challenges -- Pacing and Flow -- Making Your Game Better -- Respect the Player -- Hubris Is the Game-Killer -- If You Aren't Having Fun, the Game Won't Be Fun -- It's Just a Game -- What You Have Learned -- Review Questions -- On Your Own -- Chapter 2 Paper Design -- Coming Up with Ideas -- Writing a Design Document -- Creating Maps -- Example: Prospero's Island -- What You Have Learned -- Review Questions -- On Your Own -- Chapter 3 Building Terrain -- The Importance of Terrain -- Making Terrain -- Heightmaps -- Handmade -- Mixed -- Autogenerated -- Tiled Terrain -- Terrain and Gameplay -- Another Purpose for Terrain: Fencing the Player In -- Impassability Regions -- Making Realistic Terrain -- Making Terrain Fun -- Terrain and Strategy -- Texturing Terrain -- Terrain Props -- Placing Objects on Your Terrain -- Gameplay Effects of Terrain Props -- Example: The Building of Prospero's Island -- What You Have Learned -- Review Questions -- On Your Own -- Chapter 4 Building Architecture and Spaces -- Creating Architecture and Spaces Using Toolsets -- Brushes -- 3D Modeling Software -- Tilesets -- Designing Your Environment -- Architecture -- Occluders and Portals -- Game Architecture Types -- Architecture and Fun -- Linear Gameplay -- Non-Linear Gameplay -- Tactics and Architecture -- Texturing Architecture -- Seams -- Collision -- Putting It All Together -- The Building of Prospero's Castle -- What You Have Learned -- Review Questions -- On Your Own -- Chapter 5 Lighting and Atmospheric Effects -- Lighting -- Types of Lights -- Using Lights -- Fog and Haze -- Particle Effects -- Audio -- Using Audio -- Example: Lighting the Subterranean Rooms Under the Volcano -- What You Have Learned -- Review Questions.
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2D Action Games -- Strategy Games -- Real-Time Strategy Games -- Turn-Based Strategy Games -- Role-Playing Games -- Massively Multiplayer Online Role-Playing Games -- Sports Games -- Vehicle Simulations -- Racing Games -- Flight Sims -- Construction and Management Sims -- Adventure Games -- Puzzle and Parlor Games -- Educational Games -- Appendix A: Helpful Resources -- Game Design -- Magazines -- Web Sites -- Conferences and Trade Shows -- Industry News -- Appendix B: Glossary -- A -- B -- C -- D -- E -- F -- G -- H -- I -- L -- M -- N -- O -- P -- R -- S -- T -- U -- W -- Appendix C: Review Questions and Answers -- Chapter 1 -- Chapter 2 -- Chapter 3 -- Chapter 4 -- Chapter 5 -- Chapter 6 -- Chapter 7 -- Chapter 8 -- Chapter 9 -- Appendix D: What's on the CD -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- X -- Z.
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On Your Own -- Chapter 6 Placing Encounters -- Informational Encounters -- Puzzle Encounters -- Lock Puzzles -- Movement Puzzles -- Active Encounters and Combat -- Placing Enemies -- Placing the Player -- Placing the AI -- Formations -- Item Placement -- Growth/Challenge Curve -- Things to Avoid -- Example: Placing Units on Prospero's Island -- Step 1: Placing the Player -- Step 2: Placing Enemies -- Step 3: Phat Lewt -- What You Have Learned -- Review Questions -- On Your Own -- Chapter 7 Breathing Life Into Your Levels -- Breath of Life -- Tools -- Scripting -- What You See Is What You Get -- Moving Objects -- Example: Far Cry Elevators -- Moving Objects, Continued -- Objectives and Quests -- Examples: Scripting in Far Cry -- Examples: Quests in Neverwinter Nights -- A More Advanced Script -- Other Forms of Life -- What You Have Learned -- Review Questions -- On Your Own -- Chapter 8 Dialogue and Story -- Story and Game: Enemies and Allies -- Turning Off the Radio -- Shoving Story into the Game -- Lowering the Bar -- Alternating Content -- Puzzle Pieces -- The Ever-Present Companion -- Other Methods of Relating Story -- Writing Story for Games -- Game Stories Are Character Based -- Thoughts on Plot -- Dialogue -- Writing Dialogue -- Dialogue for Cut Scenes -- Writing Dialogue for Conversation Trees -- What You Have Learned -- Review Questions -- On Your Own -- Chapter 9 Polishing -- Repetition -- Testing -- Types of Bugs -- Designer as Tester -- Fixing Bugs -- Terrain Bugs -- Architecture Bugs -- Placement and AI Bugs -- Scripting Bugs -- Balancing -- Have Another Person Test Your Level -- Some Problems Are Actually Features -- Example -- What You Have Learned -- Review Questions -- On Your Own -- Chapter 10 Specific Genres -- Action Games -- First-Person Shooters -- Third-Person Games -- Locked-Position Shooters -- Fighting Games -- Platformers.
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Subject
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Computer games-- Design.
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Subject
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Video games-- Design.
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Subject
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Computer games-- Design.
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Subject
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COMPUTERS-- Digital Media-- Video Animation.
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Subject
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Video games-- Design.
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Dewey Classification
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006.696
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794.8/1526
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LC Classification
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QA76.76.C672F54 2005eb
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Added Entry
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Scattergood, Marc.
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