Level Design : Concept, Theory, and Practice / Rudolf Kremers.
Tipo de material: TextoDetalles de publicación: Natick, Massachusetts : A K Peters, 2010.Edición: 1a. edDescripción: 385 p. il. ; figrsISBN:- 9781568813387
- 21 005.12 K92l 2010
Tipo de ítem | Biblioteca actual | Signatura topográfica | Copia número | Estado | Fecha de vencimiento | Código de barras | |
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Libro Colección sala | Humanidades nivel 2 | 005.12 K92l 2010 1a.ed. (Navegar estantería(Abre debajo)) | c.1 | Disponible | 17950 |
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005.1 S697i 2011 Ingeniería de Software / | 005.1 S697i 2011 Ingeniería de Software / | 005.117 B889i 2002 Ingeniería de software orientado a objetos / | 005.12 K92l 2010 1a.ed. Level Design : Concept, Theory, and Practice / | 005.12 P419d 2005 Diseño de programas : | 005.12 P419d 2005 Diseño de programas : | 005.133 C678p 2006 Programación en Java 5.0 / |
Good or bad level design can make or break any game, so it is surprising how little reference material exists for level designers. Beginning level designers have a limited understanding of the tools and techniques they can use to achieve their goals, or even define them. This book is the first to use a conceptual and theoretical foundation to build such a set of practical tools and techniques. It is tied to no particular technology or genre, so it will be a useful reference for many years to come. Kremers covers many concepts universal to level design, such as interactivity, world building, immersion, sensory perception, pace, and more, and he shows how to apply these concepts in practical ways, with many examples from real games.
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