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Written 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.Now in its second edition, An Architectural Approach to Level Design presents architectural techniques and theories for you to use in your 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 that space. It also addresses industry issues like how to build interesting tutorial levels and how to use computer-generated level design systems without losing the player-focused design of handmade levels. Throughout the text, you will learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory.
Jeux vidéo --- Software architecture --- Level design (Computer science) --- Programmation --- Informatique appliquée --- Espace architectural --- Histoire de l'architecture --- Software architecture. --- Game mapping (Computer science) --- Computer games --- Architecture, Software --- Computer software --- Computer software architecture --- Design --- Architecture --- Video games --- Jeux vidéo --- Programmation.
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"This book discusses level design, the discipline of creating interactive game environments, with an emphasis on architectural principles. These principles can help level designers create meaningful user experiences and emotional responses for players. This involves elements of spatial psychology, human survival instincts, visual communication, and spatial storytelling, among others. Topics are discussed in a non-software specific context so readers using different types of programs can utilize the content. The book includes an overview of real-world tools and techniques that level designers will find useful in crafting their interactive worlds."--
Level design (Computer science) --- Software architecture --- 527 --- gamedesign --- Games --- Architecture, Software --- Computer software --- Computer software architecture --- Game mapping (Computer science) --- Computer games --- informatica - specifieke toepassingen --- Architecture --- Design --- Informatique appliquée --- Communication visuelle --- Représentation de l'espace --- Composition architecturale --- Méthodologie --- Video games
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"Games are an interactive medium, and this interplay between author, player and machine provides new and exciting ways to create and tell stories. In each essay, practitioners of this artform demonstrate how traditional storytelling tools such as characterization, world-building, theme, momentum and atmosphere can be adapted to full effect, using specific examples from their games."--
Computer games --- Level design (Computer science). --- Design. --- Level design (Computer science) --- 527 --- game --- gamen --- Games --- video games --- videogameontwikkeling (computerspelontwikkeling) --- game design --- storytelling --- scenario --- scenarioschrijven --- Game mapping (Computer science) --- Software architecture --- Design --- informatica - specifieke toepassingen --- Video games
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Learn the tricks of simple procedural generation and how various genres, such as racing simulators, platformers, and roguelikes, can all benefit from these techniques. In this book, you'll learn how to combine hand-crafted content with algorithms to create immersive and beautiful environments. You'll learn how to create a seeding system, so that you can replay great levels with your friends. We'll cover how to create good tilesets, how to use the tilemap editor effectively, and how to inject just the right amount of logic into an otherwise automated machine that is your own personal procedural content generation engine. We will use 2D examples to demonstrate the concepts covered throughout the book. By the time you complete this book, you’ll have a good handle on how to add procedural generation to your games. What You Will Learn Learn to set up the perfect content generation system Master the tools for randomization and repeatability Understand how much content to craft versus how much to generate Who This Book Is For Basic familiarity with the Godot engine and GDScript is essential. While all concepts are explained in the book, it can be overwhelming learning these techniques at the same time as learning the engine.
Computer games—Programming. --- Open source software. --- Game Development. --- Open Source. --- Free software (Open source software) --- Open code software --- Opensource software --- Computer software --- Level design (Computer science) --- Video games --- Design. --- Computer games --- Game mapping (Computer science) --- Software architecture --- Design
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Gain practical knowledge of mathematical and physics concepts in order to design and develop an awesome game world using Unreal Engine 4 About This Book Use the Physics Asset Tool within Unreal Engine 4 to develop game physics objects for your game world Explore the Collision mechanics within Unreal Engine 4 to create advanced, real-world physics A step-by-step guide to implementing the Physics concepts involved in Unreal Engine 4 to create a working Vehicle Blueprint Who This Book Is For This book is intended for beginner to intermediate users of Epic Games' Unreal Engine 4 who want to learn more about how to implement physics within their game-world. No matter what your knowledge base of Unreal Engine 4 is, this book contains valuable information on blueprint scripting, collision generation, materials, and the Physical Asset Tool (PhAT) for all users to create better games. What You Will Learn Get to know basic to intermediate topics in mathematics and physics Create assets using the Physics Asset Tool (PhAT) in Unreal Engine 4 Develop Collision Hulls, which are necessary to take advantage of Unreal Engine 4's physics and collision events Use constraints to create advanced physics-based assets for your game-world Working knowledge of physics bodies, physics damping, and friction within Unreal Engine 4 Develop physical materials to recreate real-world friction for substances such as glass and ice Create a working vehicle blueprint from scratch using assets provided by Unreal Engine 4 Gain knowledge about implementing advanced physics in Unreal Engine 4 using C++ programming In Detail Unreal Engine 4 is one of the leading game development tools used by both AAA and independent developers alike to create breathe-taking games. One of the key features of this tool is the use of Physics to create a believable game-world for players to explore. This book gives readers practical insight into the mathematical and physics principles necessary to properly implement physics within Unreal Engine 4. Discover how to manipulate physics within Unreal Engine 4 by learning basic real-world mathematical and physics concepts that assist in the implementation of physics-based objects in your game world. Then, you'll be introduced to PhAT (Physics Asset Tool) within Unreal Engine 4 to learn more about developing game physics objects for your game world. Next, dive into Unreal Engine 4's collision generation, physical materials, blueprints, constraints, and more to...
UnrealScript (Computer program language) --- Level design (Computer science) --- Computer games --- Computer game programming --- Game programming (Computer games) --- Computer programming --- Game mapping (Computer science) --- Software architecture --- Domain-specific programming languages --- High-level programming languages --- Scripting languages (Computer science) --- Programming. --- Design --- Video games --- Programming
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