An Architectural Approach to Level Design

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An Architectural Approach to Level Design

An Architectural Approach to Level Design


An Architectural Approach to Level Design


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An Architectural Approach to Level Design

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 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 this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. Create Meaningful User Experiences in Your Games Bringing together topics in game design and architecture, this book helps designers create better spaces for their games. Software independent, the book discusses tools and techniques that designers can use in crafting their interactive worlds.

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Product details

Paperback: 472 pages

Publisher: A K Peters/CRC Press; 1 edition (June 14, 2014)

Language: English

ISBN-10: 1466585412

ISBN-13: 978-1466585416

Product Dimensions:

6 x 1 x 9 inches

Shipping Weight: 3.2 ounces (View shipping rates and policies)

Average Customer Review:

4.7 out of 5 stars

12 customer reviews

Amazon Best Sellers Rank:

#775,238 in Books (See Top 100 in Books)

W. Chiu's assessment, that "The book reads like an extended graduate thesis on level design", is a good description of this book. This is both its strength and its weakness.On the plus side, there are lots of great ideas discussed. These are backed up with plenty of examples from actual games, including some fairly recent releases (for a 2014 publication). The references are many and most of them are great sources of additional information, especially if you want to further research a particular topic.On the minus side, there is not a lot of connection between concept and execution. There is very little "how to" info here. The mechanics of applying the ideas to working game content are left to your imagination and your personal engineering skills. Also on the minus side, the general tone of the book is just barely on the bearable side of the line between readable and insufferably academic. There are several passages where 100 words were used to say something that could have been conveyed effectively with 20 words. In the style of many educators and lecturers, nearly every point was introduced, made, remade, and then summarized. As a training tool, this can be very effective or very tiresome. Also, there were at least half a dozen grammar gaffs that slipped by the copy editors. That is probably forgivable, however, in a 400+ page book.Overall, this still a valuable and recommended addition to the library of any level designer, environmental artist or even game producer striving for delivering great game content. If you can wade through the heavy passages, you might find your whole perspective on level design has been expanded. If you combine the ideas and concepts in this book with the techniques from other more practical guides, such as Alex Galuzin's "Preproduction Blueprint: How to Plan Game Environments and Level Designs" (and plenty of hands on practice), you will probably create some truly amazing game spaces.

Almost done reading it. I bought it after watching a GDC session that referenced it as inspiration in several level design challenges. I can see why they liked it. It doesn’t have as many visuals as I thought it would, a fair amount of text, but lots of gems and good advice. I will be able to apply what I learned, already thinking about how. Recommended.

I used this book as the foundation for the course on spatial and temporal design that I teach at Northeastern University. The author has created a book that delivers a solid foundation in applying architectural theory to many aspects of game and level design.

Haven't read it completely yet, but based on the structure and the content it's going to touch on, I can say it will be a very excellent book. I think it's easily accessible to people who make games as well as people who have a passing interest in level design.

This book offers a broad perspective for anyone who wants create interactive content. It's examples are from real world architecture as well as video games. I had lots of fun reading it.

As a Game Design Professor at Touro College, this is an invaluable and timely book just for the illustrations alone. This works as a supplemental text for my graduate students and I am sharing it with many colleagues in the gaming industry.

As a former architect, i think this is a brilliant piece of documentation further cementing the connections between real and digital spatial experiences.

The book reads like an extended graduate thesis on level design. It covers quite a few area: From historic buildings to fantastic location that are designed to manipulate player emotions. A lot of the knowledge might seems common sense but the author was able to combine all these fragment of ideas together into a coherent set of highly readable content. The best chapters are the ones that analyze the usage of symbol and theme to educate and entice players.Get it!

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