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  1. An architectural approach to level design
    Published: [2014]; © 2014
    Publisher:  CRC Press, Boca Raton, FL

    Universitätsbibliothek Erlangen-Nürnberg, Hauptbibliothek
    Unlimited inter-library loan, copies and loan
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    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781466585423; 1466585420
    Other identifier:
    RVK Categories: ST 324
    Series: An A. K. Peters book
    Subjects: Level design (Computer science); Software architecture; Architektur; Entwurf; Computerspiel; Softwarearchitektur; Design
    Scope: 1 Online-Ressourc (XXXIV, 433 Seiten), Illustrationen, Diagramme
  2. Procedural generation in game design
    Contributor: Short, Tanya X. (Publisher); Adams, Tarn (Publisher)
    Published: [2017]
    Publisher:  CRC Press, Boca Raton

    Technische Universität München, Universitätsbibliothek
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    Source: Union catalogues
    Contributor: Short, Tanya X. (Publisher); Adams, Tarn (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781351642910
    RVK Categories: ST 324
    Subjects: Level design (Computer science); Compter games; Prozedurale Generierung; Design; Computerspiel; Erzählen
    Scope: 1 Online-Ressource, Illustrationen
    Notes:

    Includes bibliographical references and index

  3. An architectural approach to level design
    Published: 2014
    Publisher:  CRC Press, Boca Raton, Florida

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781466585416; 9781466585423
    Subjects: Level design (Computer science); Software architecture; Entwurf; Design; Computerspiel; Softwarearchitektur; Architektur
    Other subjects: Electronic books
    Scope: 1 Online-Ressource (456 pages)
  4. Architectural approach to level design
    Published: 2019
    Publisher:  CRC Press, Taylor & Francis Group, Boca Raton ; Taylor & Francis Group, London

    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... more

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    TU Darmstadt, Universitäts- und Landesbibliothek - Stadtmitte
    No inter-library loan

     

    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. FEATURES Presents case studies that offer insight on modern level design practices, methods, and tools Presents perspectives from industry designers, independent game developers, scientists, psychologists, and academics Explores how historical structures can teach us about good level design Shows how to use space to guide or elicit emotion from players Includes chapter exercises that encourage you to use principles from the chapter in digital prototypes, playtesting sessions, paper mock-ups, and design journals Bringing together topics in game design and architecture, this book helps you create better spaces for your games. Software independent, the book discusses tools and techniques that you can use in crafting your interactive worlds

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781351116282; 1351116282; 9781351116305; 1351116304; 9781351116275; 1351116274; 9781351116299; 1351116290
    Other identifier:
    Edition: Second edition
    Subjects: Computerspiel; Softwarearchitektur; Design; Level design (Computer science); Software architecture
    Scope: 1 Online-Ressource
    Notes:

    Includes bibliographical references and index

  5. An architectural approach to level design
    Published: 2014
    Publisher:  CRC Press, Boca Raton, Florida

    Hochschule Albstadt-Sigmaringen, Bibliothek Sigmaringen
    eBook Ebrary
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781466585423; 9781466585416
    RVK Categories: ST 230
    Edition: Online-Ausg.
    Subjects: Level design (Computer science); Software architecture
    Scope: Online-Ressource (1 online resource (456 pages)), illustrations (some color)
    Notes:

    Description based on print version record

  6. Procedural generation in game design
    Contributor: Short, Tanya X. (HerausgeberIn); Adams, Tarn (HerausgeberIn)
    Published: [2017]; © 2017
    Publisher:  CRC Press, Taylor & Francis Group, Boca Raton

    Making a game can be an intensive process, and if not planned accurately can easily run over budget. The use of procedural generation in game design can help with the intricate and multifarious aspects of game development; thus facilitating cost... more

    Hochschule Mittweida (FH), Hochschulbibliothek
    No inter-library loan
    Hochschulbibliothek Friedensau
    Online-Ressource
    No inter-library loan

     

    Making a game can be an intensive process, and if not planned accurately can easily run over budget. The use of procedural generation in game design can help with the intricate and multifarious aspects of game development; thus facilitating cost reduction. This form of development enables games to create their play areas, objects and stories based on a set of rules, rather than relying on the developer to handcraft each element individually. Readers will learn to create randomized maps, weave accidental plotlines, and manage complex systems that are prone to unpredictable behavior. Tanya Short's and Tarn Adams' Procedural Generation in Game Design offers a wide collection of chapters from various experts that cover the implementation and enactment of procedural generation in games. Designers from a variety of studios provide concrete examples from their games to illustrate the many facets of this emerging sub-discipline.

     

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    Source: Union catalogues
    Contributor: Short, Tanya X. (HerausgeberIn); Adams, Tarn (HerausgeberIn)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781498799201
    RVK Categories: ST 324
    Subjects: Level design (Computer science); Computer games
    Scope: 1 Online-Ressource (xviii, 320 Seiten), Illustrationen, Diagramme