Game level design:
Saved in:
Main Author: | |
---|---|
Format: | Book |
Language: | English |
Published: |
Hingham, Mass.
Charles River Media
2005
|
Edition: | 1. ed. |
Series: | Game development series
|
Subjects: | |
Links: | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=017240873&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
Physical Description: | XXIV, 344 S. Ill., graph. Darst. 1 CD-ROM (12 cm) |
ISBN: | 1584503696 9781584503699 |
Staff View
MARC
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245 | 1 | 0 | |a Game level design |c Ed Byrne |
250 | |a 1. ed. | ||
264 | 1 | |a Hingham, Mass. |b Charles River Media |c 2005 | |
300 | |a XXIV, 344 S. |b Ill., graph. Darst. |e 1 CD-ROM (12 cm) | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
490 | 0 | |a Game development series | |
650 | 4 | |a Computer games |x Design | |
650 | 4 | |a Level design (Computer science) | |
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943 | 1 | |a oai:aleph.bib-bvb.de:BVB01-017240873 |
Record in the Search Index
_version_ | 1819318282419699712 |
---|---|
adam_text | S Contents
Acknowledgments
xix
Introduction
xxi
What This Book Is About
xxii
What This Book Includes
xxii
A Genre Agnostic Approach
xxiii
So What Are You Waiting For?
xxiv
I Introduction to Level Design
1
Game Design
2
Level Designers
3
Anatomy of Level Design
4
Art
4
Design
5
Engineering
5
Defining Levels
6
Brief History of Levels
7
Creating Pinball
—
The Mother of Level Design
7
From Pinball Machines to Super Computers
8
In the Beginning There Was Space War
8
The Rise of Home Computing
9
Level Design Today
9
Overcoming Memory Constraints
10
Narrative Chapters
11
Dividing the Workload
11
Summary
12
vii
Viii Contents
Interview
with
Richard Levelord
Gray of
Ritual Entertainment 12
2 Building
a
Simple Level 15
Level Design Building Blocks 16
What About
Story? 18
Putting It All Together
18
Concept
18
Environment
19
Beginning
19
Ending
20
Goal
20
Challenge
21
Determining the Challenge Mechanics
22
Reward
26
Failure
26
Summary
26
3
Team Roles and the Pipeline
29
Development Teams
30
Management
31
Producers
31
Project Managers and Assistant Producers
31
Creative Director
31
Leads
32
Design
32
Game Designers
33
Level Designers
33
Systems Designers
33
Art
34
Modelers
34
Animators
34
Contents ix
Texture
Artists
35
Special Effects Artists
35
Interface Artists
35
Concept Artists
36
Programming
36
Gameplay
Programmers
37
Tools Programmers
37
Graphics Programmers
37
Audio
38
Sound Designers
38
Composers
39
Other Development Roles
39
Cutscene Artists
39
Writers
39
Testers
40
Team Setup
40
Small Teams
41
Mid-Sized Teams
41
Large Teams
42
The Pipeline
44
The Unarguable Benefits of a Solid Pipeline
45
Pipeline and Technology
46
The Game Engine
47
The Game Editor
47
Pipeline as Defined by the Team
48
Summary
48
Interview with Hayden Wilkinson of KnowWonder Digital
Mediaworks 48
Basic Level Design Theory
55
What Makes the Level Fun
57
Player Ergonomics
—
No Learning by Death
59
Allow Players to Save and Reload
60
Contents
Give Clues
61
Be Aware of the Player s Comfort Level
61
Level Flow
—
Keep the Player Moving
62
Dissonance and the Importance of Believability
62
The Constant Danger of Boredom
64
Rhythm—Create a Roller Coaster Rather Than a Highway
67
Aesthetic Rhythm
69
Difficulty
—
Let the Player Win, Not the Designer
71
Dynamic Difficulty Adjustment
74
Wow Factor
—
The Water Cooler Moments
74
Hooks
—
Setting Your Level Apart
76
Summary
77
Interview with Dream Smith of Griptonite Games
78
5
Refining the Player Experience
83
Creating a Level Abstract
84
What Happens Now?
86
Connectivity and Defining the Boundaries
86
The Big Picture
86
Flow Versus Freedom
87
Different Flow Models
87
Gameplay
Narrative
93
Ingredients
94
Designing Ingredients
95
Physics as Ingredients
96
Encounters
98
Challenging the Player s Game Knowledge
99
Creating Tension
100
Foreshadowing
100
Lighting
101
Paradigm Shifts
101
Contents xi
Music and Sound
102
Risks and Rewards
103
Rewards in General
103
Scripted
Gameplay 104
Using Artificial Intelligence
105
States of Being
105
Decisions, Input and Output
106
Pathing and Patrols
107
Level
Gestalt 109
Summary
109
Interview with Harvey Smith
110
6
Common Level Design Limitations
121
Technical Limitations
122
Memory
123
Processing Power and Frame Rate
124
Level Performance
124
Polycount and Performance
125
Level Lighting
127
Artificial Intelligence
128
Media Format
134
Target and Minimum Specs
135
Environmental Limitations
136
Locations
137
Environmental Settings
137
Creating a Reference File
139
A Final Word: Constraints in Licensed Games
139
Summary
139
7
Designing and Documenting the Level
141
Game Metrics
142
XU Contents
Different
Metrics for Different Games
144
Powerups and Temporary Modifiers
144
User-Definable Metrics
145
Permanent Modifiers: Upgrades, Equipment, and Environmental Aids
146
Generating
Gameplay—
Brainstorming
and Loose-Leaf Ideas
146
The Cell Diagram
148
War Rooms
149
Creating a Paper Design
150
Getting Started
151
Adding Details to the Level Draft
151
Choosing Your Design Environment
160
Supporting Documents
160
The Asset List
160
The Walkthrough
161
Conceptualizing Your Level with Visuals
162
Reviews and Revisions
163
Getting the Sign-Off
165
Summary
165
Interview with Ian Fischer of Ensemble Studios
166
8
Using a Level Editor: Building a
3D
Space in UnrealEd
171
Installing and Opening the Editor
172
Starting a New Map
173
Undo and Redo
175
Viewing the Level in UnrealEd
175
Moving and Working in Three Dimensions
177
Camera Movement Controls in the Editor
177
3D
View
178
Top, Front, or Side Views
178
Working with Level Geometry
178
Different Geometry Types in UnrealEd
179
BSP
179
Contents
Xlii
Static
Mesh
181
Terrain
182
Building
the
Level
Hull in
BSP
183
What Is a Brush?
183
What Is the Builder Brush?
185
Creating a Builder Brush
185
Placing Actors
187
The PlayerStart Actor
188
Adding Lights
190
Testing the Level
192
Loading Textures
193
Units of Measurement
195
Apply the Texture to the Level
196
Moving Actors in the Level
197
Moving Actors in the
3D
View
198
Moving Actors in the 2D View
198
Adding a Static Mesh Actor
198
Changing the Build Parameters
200
Adjusting and Duplicating
BSP
201
A Final Word on Grids, Snapping, and Clean Geometry
204
Summary
205
9
Building the Level Part
1 :
Basic Building Techniques
207
Restrain Yourself
209
The Difference Between 2D and
3D
Levels
209
The Whitebox Process
210
Whiteboxing the Level Hull
212
Scale
213
Scale Problems in Third-Person Titles
213
Volume
216
Quality
217
Popular Level Building Approaches
223
Contents
Building
Your
Level in
Sections
223
Building in
Layers
225
Customizing Your
Building
Process
227
Optimization Techniques
227
Zones and Portals
228
Occlusion Objects
230
Spawners
232
Test Your Work Constantly
233
Summary
234
An Interview with Lee Perry of Epic Games
235
10
Building the Level Part
2:
Visual Design
239
In a Fight Between Graphics and
Gameplay... 240
Structure and Beauty, Perfect Together
241
The Style Guide
242
Texturing
243
Textures, Shaders, and Materials
244
Applying Your Textures Correctly
245
Using Photos as Textures
246
Tiling and Nontiling Textures
247
The Dangers of Stretching Your Textures (and Your Relationship
with the Artists Who Made Them)
249
Breaking Up Geometry to Support Texturing
250
Keeping Your Texturing Consistent
250
Colors Within Textures
251
Lighting
252
How Light Works
252
RGB Versus
RYB
253
Game Lighting
253
Level Lighting
253
Lighting Parameters in Games
256
Contents
XV
Common
Light
Types
258
Level
Lighting Techniques
262
Lighting in Multiplayer Levels
268
Common Lighting Mistakes
269
Placing Props
271
Additional Visual Elements
272
Summary
277
Interview with
Mathieu Bérubé
of Ubisoft Entertainment, Inc.
277
11
Building the Level Part
3:
Theme, Investment, and Atmosphere
281
Dissonance Strikes Back
282
The Elements of a Great-Feeling Level
284
Theme
284
Style
284
Natural Elements
285
Sound and Music
285
Character Accents and Costume
286
Lighting
286
Puzzle Components
287
AI
Behavior
287
Weapons and Items
288
Player Investment
—
Believability and Consistency
288
Provide Real-Life Services
289
Give Your NPCs Life Beyond Their Purpose
289
Don t Mistake Realism for Immersion
290
Atmosphere
293
Letting the Player s Imagination Do the Work
293
Atmospheric Audio
298
Summary
298
An Interview with Rich Carlson of Digital Eel
299
XVl Contents
12
A Case Study: The CIA Level from Tom Clancy s Splinter Cell
305
An Introduction to Splinter Cell
306
The Team
307
The Pipeline
307
Creating the Level Design Structure
307
Mission
2.1—
The CIA
308
Assembling Reference
312
The Design Process
315
Building the CIA from Scratch
318
The Danger of Unknown Metrics
320
Shifting Technical Limitations
320
Reducing the Scope
321
Cutting Back on Content
321
Resuming Production
323
Cleaning Up
324
Scripting
325
Tuning
327
Adjusting the Difficulty
327
Wrapping Up
328
Summary
328
What Went Wrong
328
What Went Right
329
13
Final Word
331
The End of the Beginning
332
Where to Go Next
332
Books
332
Contents
XVii
Web Sites 333
Thanks To You, the Reader
333
Appendix About the CD-ROM
335
Index
339
|
any_adam_object | 1 |
author | Byrne, Ed |
author_facet | Byrne, Ed |
author_role | aut |
author_sort | Byrne, Ed |
author_variant | e b eb |
building | Verbundindex |
bvnumber | BV023644526 |
callnumber-first | Q - Science |
callnumber-label | QA76 |
callnumber-raw | QA76.76.C672 |
callnumber-search | QA76.76.C672 |
callnumber-sort | QA 276.76 C672 |
callnumber-subject | QA - Mathematics |
classification_rvk | SU 500 |
ctrlnum | (OCoLC)56729917 (DE-599)BVBBV023644526 |
dewey-full | 794.8/1536 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8/1536 |
dewey-search | 794.8/1536 |
dewey-sort | 3794.8 41536 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport Informatik |
edition | 1. ed. |
format | Book |
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id | DE-604.BV023644526 |
illustrated | Illustrated |
indexdate | 2024-12-20T13:30:28Z |
institution | BVB |
isbn | 1584503696 9781584503699 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-017240873 |
oclc_num | 56729917 |
open_access_boolean | |
owner | DE-523 DE-703 DE-B768 |
owner_facet | DE-523 DE-703 DE-B768 |
physical | XXIV, 344 S. Ill., graph. Darst. 1 CD-ROM (12 cm) |
publishDate | 2005 |
publishDateSearch | 2005 |
publishDateSort | 2005 |
publisher | Charles River Media |
record_format | marc |
series2 | Game development series |
spellingShingle | Byrne, Ed Game level design Computer games Design Level design (Computer science) Video games Design Computerspiel (DE-588)4010457-6 gnd Entwurf (DE-588)4121208-3 gnd |
subject_GND | (DE-588)4010457-6 (DE-588)4121208-3 |
title | Game level design |
title_auth | Game level design |
title_exact_search | Game level design |
title_full | Game level design Ed Byrne |
title_fullStr | Game level design Ed Byrne |
title_full_unstemmed | Game level design Ed Byrne |
title_short | Game level design |
title_sort | game level design |
topic | Computer games Design Level design (Computer science) Video games Design Computerspiel (DE-588)4010457-6 gnd Entwurf (DE-588)4121208-3 gnd |
topic_facet | Computer games Design Level design (Computer science) Video games Design Computerspiel Entwurf |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=017240873&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT byrneed gameleveldesign |