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Level Design : Concept, Theory, and Practice

جلد کتاب Level Design : Concept, Theory, and Practice

معرفی کتاب «Level Design : Concept, Theory, and Practice» نوشتهٔ Ian Mortimer و Kremers, Rudolf، منتشرشده توسط نشر A K Peters/CRC Press در سال 2009. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.

Front Cover; Table of Contents; Front Matter; Part I; Chapter 1; Chapter 2; Chapter 3; Chapter 4; Chapter 5; Chapter 6; Part II; Chapter 7; Chapter 8; Chapter 9; Part III; Chapter 10; Chapter 11; Part IV; Chapter 12; Part V; Chapter 13; Chapter 14; Chapter 15; Chapter 16; Part VI; Chapter 17; Back Matter; Back Cover. 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, im. Read more... Abstract: Front Cover; Table of Contents; Front Matter; Part I; Chapter 1; Chapter 2; Chapter 3; Chapter 4; Chapter 5; Chapter 6; Part II; Chapter 7; Chapter 8; Chapter 9; Part III; Chapter 10; Chapter 11; Part IV; Chapter 12; Part V; Chapter 13; Chapter 14; Chapter 15; Chapter 16; Part VI; Chapter 17; Back Matter; Back Cover. 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, im Front Cover 1 Table of Contents 8 Front Matter 10 Part I 20 Chapter 1 22 Chapter 2 38 Chapter 3 60 Chapter 4 74 Chapter 5 100 Chapter 6 106 Part II 112 Chapter 7 114 Chapter 8 156 Chapter 9 186 Part III 208 Chapter 10 210 Chapter 11 238 Part IV 260 Chapter 12 262 Part V 292 Chapter 13 294 Chapter 14 326 Chapter 15 342 Chapter 16 370 Part VI 386 Chapter 17 388 Back Matter 392 Back Cover 400
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