株式会社極東書店トップ商品一覧An Architectural Approach to Level Design. 3rd edition

商品詳細

An Architectural Approach to Level Design. 3rd edition

An Architectural Approach to Level Design. 3rd edition

・ISBN 978-1-003-86319-9 hard GB£ 171.99

¥54,486.- (税込) (※)価格はご注文時の参考価格となります。
納品価格につきましては書籍の入荷時点で確定となります。
版元の原価改定、外国為替の変動等により異なる場合がございますので、予めご了承下さい。

お気に入り
電子版あり 大学・学術機関向け電子ブック(eBook)ISBN 9781003607212
著者・編者Totten, Christopher W.,
出版社 (Taylor & Francis Ltd, UK)
出版年月2026
ページ数650 pp.
言語ENG
ニュース番号<A05-75989>

解説

This book explores the principles of level design through the context and history of architecture. Written by a game developer and professor trained in architecture, it is one of the first books to integrate architectural and spatial design theory with the field of level design.

Fully updated for this third edition, author Christopher W. Totten presents architectural techniques and theories for you to use in your own work. The book 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. The new edition maintains a focus on player-focused design in handmade levels while addressing the ever-evolving technical pipeline.

Throughout the text, you will learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. This third edition contains a brand-new chapter on how to build levels that better connect with players and hold their interest over longer periods of gameplay, in addition to fully updated references, brand new industry perspectives, as well as a greater emphasis on practical elements of level design throughout.

KEY 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, it discusses tools and techniques that you can use in crafting your interactive worlds.