Quake Level Design Handbook
Title | Quake Level Design Handbook PDF eBook |
Author | Matt Tagliaferri |
Publisher | Sybex |
Pages | 372 |
Release | 1997 |
Genre | Games & Activities |
ISBN | 9780782121186 |
A tutorial in 3D game design using the included software, this text allows Quake enthusiasts to create their own levels of the game. The CD includes non-shareware version of qED level editor and playable, independantly designed Quake level.
The Seismic Design Handbook
Title | The Seismic Design Handbook PDF eBook |
Author | Farzad Naeim |
Publisher | Springer Science & Business Media |
Pages | 476 |
Release | 1989-08-31 |
Genre | Science |
ISBN | 9780412078910 |
Video Game Spaces
Title | Video Game Spaces PDF eBook |
Author | Michael Nitsche |
Publisher | MIT Press |
Pages | 315 |
Release | 2008-12-05 |
Genre | Games & Activities |
ISBN | 0262293013 |
An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers—rule-based space, mediated space, fictional space, play space, and social space—and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.
An Architectural Approach to Level Design
Title | An Architectural Approach to Level Design PDF eBook |
Author | Christopher W. Totten |
Publisher | CRC Press |
Pages | 474 |
Release | 2018-09-03 |
Genre | Computers |
ISBN | 1351982923 |
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.
The Cumulative Book Index
Title | The Cumulative Book Index PDF eBook |
Author | |
Publisher | |
Pages | 2362 |
Release | 1998 |
Genre | American literature |
ISBN |
A world list of books in the English language.
Visual Basic .NET Codemaster's Library
Title | Visual Basic .NET Codemaster's Library PDF eBook |
Author | Matt Tagliaferri |
Publisher | John Wiley & Sons |
Pages | 398 |
Release | 2002-04-04 |
Genre | Computers |
ISBN | 078214103X |
Experienced VB.NET programmers, as well as experienced Visual Basic 6 programmers can learn the VB.NET's new features through the code examples included in this book.
Myth
Title | Myth PDF eBook |
Author | Bart Farkas |
Publisher | San Francisco : Sybex |
Pages | 294 |
Release | 1998 |
Genre | Games & Activities |
ISBN | 9780782121407 |
This is the only authorized guide to Myth, to be published "day-and-date" with the game. Written with the full support of Bungie Software, this book contains in-depth strategies and tactics for every mission, behind-the-scenes information, original art from the game, and tips for multiplayer gaming and customization.