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An Architectural Approach to Level Design
  • Language: en
  • Pages: 474

An Architectural Approach to Level Design

  • Type: Book
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  • Published: 2018-09-03
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  • Publisher: CRC Press

Explore Level Design through the Lens of Architectural and Spatial Experience Theory 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, providing information useful to both academics and game development professionals. Understand Spatial Design Principles for Game Levels in 2D, 3D, and Multiplayer Applications The book presents architectural techniques and theories for level designers to use in their own work. The author connects archi...

Level Design
  • Language: en
  • Pages: 409

Level Design

  • Type: Book
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  • Published: 2017-03-27
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  • Publisher: CRC Press

In this book, veteran game developers, academics, journalists, and others provide their processes and experiences with level design. Each provides a unique perspective representing multiple steps of the process for interacting with and creating game levels – experiencing levels, designing levels, constructing levels, and testing levels. These diverse perspectives offer readers a window into the thought processes that result in memorable open game worlds, chilling horror environments, computer-generated levels, evocative soundscapes, and many other types of gamespaces. This collection invites readers into the minds of professional designers as they work and provides evergreen topics on level design and game criticism to inspire both new and veteran designers. Key Features: Learn about the processes of experienced developers and level designers in their own words Discover best-practices for creating levels for persuasive play and designing collaboratively Offers analysis methods for better understanding game worlds and how they function in response to gameplay Find your own preferred method of level design by learning the processes of multiple industry veterans

Game Character Creation with Blender and Unity
  • Language: en
  • Pages: 466

Game Character Creation with Blender and Unity

A complete guide to creating usable, realistic game characters with two powerful tools Creating viable game characters requires a combination of skills. This book teaches game creators how to create usable, realistic game assets using the power of an open-source 3D application and a free game engine. It presents a step-by-step approach to modeling, texturing, and animating a character using the popular Blender software, with emphasis on low polygon modeling and an eye for using sculpting and textures, and demonstrates how to bring the character into the Unity game engine. Game creation is a popular and productive pursuit for both hobbyists and serious developers; this guide brings together t...

Level Design
  • Language: en
  • Pages: 400

Level Design

  • Type: Book
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  • Published: 2009-10-21
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  • Publisher: CRC Press

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

The Button Box
  • Language: en
  • Pages: 400

The Button Box

"There was never a moment in our lives that we were not reminded that our father was the finest, bravest, most gallant, and best-looking man who ever lived and that he was destined for unimaginable glory. This we took for granted. Being our father's children was a special influence in all our lives, but the greatest, most pervasive, and most interesting influence in my life was Ma." The Button Box is the loving memoir of Beatrice Ayer Patton (1886-1953), the wife of one of the greatest military figures in history, General George S. Patton, Jr. Written by the Pattons' daughter, Ruth Ellen, the book covers Beatrice's life from her youth in a wealthy New England family until her death, with an ...

Century of Genocide
  • Language: en
  • Pages: 532

Century of Genocide

  • Type: Book
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  • Published: 2004-05-15
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  • Publisher: Routledge

Through powerful first-person accounts, scholarly analyses and historical data, Century of Genocide takes on the task of explaining how and why genocides have been perpetrated throughout the course of the twentieth century. The book assembles a group of international scholars to discuss the causes, results, and ramifications of these genocides: from the Armenians in the Ottoman Empire; to the Jews, Romani, and the mentally and physically handicapped during the Holocaust; and genocides in East Timor, Bangladesh, and Cambodia.The second edition has been fully updated and featu.

Thrill Me
  • Language: en
  • Pages: 78

Thrill Me

THE STORY: Relationships can be murder. THRILL ME: THE LEOPOLD & LOEB STORY is a two-character musical drama that recounts the chilling true story of the legendary duo who committed one of the most infamous and heinous crimes of the twentieth centu

Rules of Play
  • Language: en
  • Pages: 680

Rules of Play

  • Type: Book
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  • Published: 2003-09-25
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  • Publisher: MIT Press

An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an ...

The Digital Gaming Handbook
  • Language: en
  • Pages: 297

The Digital Gaming Handbook

  • Type: Book
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  • Published: 2020-07-15
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  • Publisher: CRC Press

The Digital Gaming Handbook covers the state-of-the-art in video and digital game research and development, from traditional to emerging elements of gaming across multiple disciplines. Chapters are presented with applicability across all gaming platforms over a broad range of topics, from game content creation through gameplay at a level accessible for the professional game developer while being deep enough to provide a valuable reference of the state-of-the-art research in this field. Key Features: International experts share their research and experience in game development and design Provides readers with inside perspectives on the cross-disciplinary aspects of the industry Includes retrospective and forward-looking examinations of gaming Editor: Dr. Roberto Dillon is a leading game studies educator with more than 15 years of experience in the field of game design and development.

Video Game Level Design
  • Language: en
  • Pages: 187

Video Game Level Design

Level design connects the player to the game through challenges, experiences, and emotions. This book is an invaluable introduction to the evolving practices of Level Designers across the games industry. The increasingly complex role of the Level Designer requires technical and creative skill as it brings together architecture, art, player psychology, interaction design, usability, and experience design. This book explores in detail the principles designers employ when planning levels and building engaging spaces for the player. As well as practical approaches to level design, the book delves into the theoretical underpinnings of the processes and charts a path towards thinking like a Level ...