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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
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...
Tor Danielson Saviour of humankind Participant in genocide Puppet President of a corrupt government Mi Near-mythical planet of refuge Both Heaven and Hell Killer and comforter Yet sanctuary for Tor… …until he is confronted by an unwelcome visitor who brings the past in his wake and drives Tor towards a desperate act of redemption. Tor – both standalone novel and sequel to Terry Grimwood’s British Fantasy Society award-nominated Interference Cover design and artwork by Alex Storer
No longer invisible, Harp finds that fame, and family, might mean an even riskier future. In Harpan’s Worlds Harp faced his own personal history, and its repercussions. In Worlds Aligned he must deal with the results. Providing of course that he survives them. So Worlds Aligned is a second glimpse of the humans who survive long after OldEarth is abandoned. Note: Harpan’s Worlds and Worlds Aligned form a duology, and can be read as two standalones; but together they connect some of the puzzle-pieces of a fractured humanity. And its evolution.
Lacey has a woman living inside her head … or is it the other way around? Decades from now, technology has advanced, and everyone has a ‘neuro-net’ wired into their brain. This provides each person with a ‘voyce’ inside their head that offers advice that guides and ostensibly protects them; as teen Lacey Clarke puts it: “Voyces help us all make the right decisions. They give us reason, protect us from outside chaos. And in some cases, they protect us from ourselves.” In this republic, Lacey and her older sister, Yadira, barely make ends meet. Their lives are made worse when they discover they must pay off their late father’s debt and that Lacey has been marked to become a Puz...
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 indust...
The Christian experience in modern Europe is fragmented. It shows great diversity in various geographical contexts and, historically, a considerable alternation of extremes, high or low tides of engagement. One aspect of the Christianity in Europe's past is its mission history. The spread of Christianity from the West – as one of its most important results – into the continents of the Global South has been deeply ambivalent in character. On the one hand, the mission from the West helped to build the historical foundations for Christian education, "adolescence" and maturation to responsible "adulthood" in a global, diverse, segregated and pluralistic world. As a mature global player, Chri...
The inaugural issue of VGAR celebrates video game culture as inclusive and global. Opening with an interview with the art director of the first independent Cuban video game, Savior, while the following essays from art historians, literary theorists, game designers, artists, educators, museum curators, and programmers all engage with video games as an important part of the global art landscape. Each engages with what makes good game art with special attention to the transnational cadre of gamers that play them. Contributions by Jesse de Vos, Jacob Euteneuer, Monica Evans, Tiffany Funk, René Glas, Eddie Lohmeyer, Evan Meaney, Kieran Nolan, Josuhe Pagliery, Sercan Şengün, Teresa Silva, Christopher W. Totten, and Jasper van Vught.
The last thing the hyper-advanced Human Confederation expected to encounter on Darius – a far distant and long lost colony world – was actual magic, sorcerers and magicians and other inexplicable feats that the most advanced technology could not duplicate. Determined to discover the source of the mystery, the Confederation dispatched a survey team to Darius and eventually discovered that the human settlers had tapped into the Darius Machine, an inexplicable piece of alien technology that granted supernatural powers to those capable of calling upon its aid. The Darius Machine was accidentally destroyed, seemingly rendering the former godlike humans powerless, but leaving behind a number o...