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Game Level Design (Game Development Series)

AUTHOR: Ed Byrne
ISBN: 1584503696

SHORT DESCRIPTION: This book offers artists and designers the fundamental principles, concepts, and definitions of level design. Through the use of contemporary and historical examples, interviews with outstanding level designers, and a focus on professional level...

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         Editorial Review

Game Level Design (Game Development Series)
- Book Review,
by Ed Byrne


From Book News, Inc.
Byrne (Zipper Interaction) explains the fundamental procedures for designing, drafting, and creating interactive environments for any style of video game. He considers the different types of non-player characters and their behavior, weapons, and tools that the players will use, introduces the Unreal engine's level editor, and walks through the process of modeling the bare bones of the environment before adding the aesthetic elements. The CD-ROM contains trial versions of Photoshop CS and Unreal 2 Runtime.Copyright © 2004 Book News, Inc., Portland, OR


Book Description
"....it’s nice to see a level design book that treats design as more than just theory...this book really gets down to how to do things right." —Christian Bradley Game Art and Design, Art Institute of San Diego As a level designer in the game industry you can determine exactly what the player sees, hears, and feels in the game. The reward of seeing your game on a store shelf or hearing people talk about one of your levels is an incredibly fulfilling experience. If this is a path you want to take, Game Level Design will show you the way.This book is about the fundamentals of level design: it teaches you common procedures for designing, drafting, and creating interactive environments for games. It explains what level design is, where it came from, and, most important, how to plan, design, and construct levels professionally for modern-day computer and video games. Throughout the book, practical explanations and demonstrations use the basic, advanced, and real-world techniques needed to create game levels for hit titles. It also uses historical examples, interviews with outstanding level designers, and a focus on professional level design, to teach game developers of all levels, from amateur "mod" mappers to seasoned multi-title veterans, how to implement these techniques into your own projects. Although the content in the book uses many examples from popular genres, such as first-person shooters (FPS), action adventures, and real-time strategy (RTS) games, the approach is designed to teach level design as a genre- and platform-independent craft. All games need to take place in environments, and by extension, the rules of level design apply to all games to some degree, so with the skills and techniques you learn here, you’ll be ready for any level challenge. Highlights: * Teaches the level design process, approaches, and team issues * Includes first-hand experiences and interviews with level designers * Provides an invaluable resource for level design beginners * Deals with some advanced and theoretical methodologies in level design * Uses popular tools throughout the examples with an emphasis on UnrealEd * Covers many genres and platforms and provides actual documentation from published titles, including a case study of the CIA Level from Tom Clancy’s Splinter Cell * Includes a CD-ROM with the level files from the book, the Unreal 2 Runtime Demo, and Photoshop CS trial version On the CD! * Photoshop® CS trial version * Unreal 2 Runtime –Demo Free demo of the acclaimed Unreal Engine and level editor used to create diverse titles such as Unreal Tournament 2003, Splinter Cell, Thief 3, Republic Commandos, Harry Potter and the Prisoner of Azkaban, and Lineage 2 * Terragen™ - Free version of the classic shareware program that generates realistic looking skies and landscapes for use in game levels * OpenOffice.org – The free and fully featured open-source office suite with everything a level designer needs for documentation and design communication * All images, textures, and environments used to create the illustrations in the book, along with sample documents SYSTEM REQUIREMENTS To view the figures included on the CDROM you must have the following system requirements: Microsoft® Windows® 2000 with Service Pack 3 or Windows XP®, Intel® (III or better) or AMD processor at 300MHz, 192MB RAM, Graphics card and monitor supporting 1024x768 viewing resolution at 16-bit color minimum Windows-compliant pointing device, CD-ROM drive, Internet Explorer 4.0 or higher.


From the Author
Ed Byrne (Kirkland, WA) is currently lead designer at Zipper Interactive in Redmond, WA. He has also worked as a level designer for Amaze Entertainment and for prominent games such as Harry Potter and the Prisoner of Azkaban, Harry Potter and the Chamber of Secrets, and Ubisoft’s Splinter Cell.


About the Author
Ed Byrne is currently lead designer at Zipper Interactive in Redmond, WA. He has also worked as a level designer for Amaze Entertainment and for prominent games such as Harry Potter and the Prisoner of Azkaban, Harry Potter and the Chamber of Secrets, and Ubisoft's Splinter Cell.


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         Book Review

Game Level Design (Game Development Series)
- Book Reviews,
by Ed Byrne

Game Level Design

FROM THE PUBLISHER

As a level designer in the game industry you can determine exactly what the player sees, hears, and feels in the game. The reward of seeing your game on a store shelf or hearing people talk about one of your levels is an incredibly fulfilling experience. If this is a path you want to take, Game Level Design will show you the way.

This book is about the fundamentals of level design: it teaches you common procedures for designing, drafting, and creating interactive environments for games. It explains what level design is, where it came from, and, most important, how to plan, design, and construct levels professionally for modern-day computer and video games.

Throughout the book, practical explanations and demonstrations use the basic, advanced, and real-world techniques needed to create game levels for hit titles. It also uses historical examples, interviews with outstanding level designers, and a focus on professional level design, to teach game developers of all levels, from amateur "mod" mappers to seasoned multi-title veterans, how to implement these techniques into your own projects.

Although the content in the book uses many examples from popular genres, such as first-person shooters (FPS), action adventures, and real-time strategy (RTS) games, the approach is designed to teach level design as a genre- and platform-independent craft. All games need to take place in environments, and by extension, the rules of level design apply to all games to some degree, so with the skills and techniques you learn here, you'll be ready for any level challenge.

WHAT PEOPLE ARE SAYING

Christian Bradley

"....it's nice to see a level design book that treats design as more than just theory...this book really gets down to how to do things right." — Game Art and Design, Art Institute of San Diego

ACCREDITATION

Ed Byrne (Kirkland, WA) is currently a level designer at Amaze Entertainment, and has worked as a level designer for prominent games such as Harry Potter and the Prisoner of Azkaban, Harry Potter and the Chamber of Secrets, and Ubi Soft's Splinter Cell.


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