Level Design Processes Experiences by Totten Christopher (17 results)

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  • Language: English

    Published by A K Peters/CRC Press, 2022

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  • Language: English

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  • Language: English

    Published by A K Peters/CRC Press, 2022

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  • Language: English

    Published by Taylor & Francis Ltd, 2022

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  • Language: English

    Published by A K Peters/CRC Press, 2022

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  • Language: English

    Published by A K Peters/CRC Press, 2022

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  • Language: English

    Published by A K Peters/CRC Press, 2022

    1032276711 / 9781032276717

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    Seller: Ria Christie Collections, Uxbridge, United KingdomRia Christie Collections

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  • Language: English

    Published by A K Peters Ltd, 2019

    081536136X / 9780815361367

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    Paperback. Condition: Brand New. 2nd edition. 579 pages. 9.25x6.25x1.25 inches. In Stock.

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    Language: English

    Published by A K Peters/CRC Press, 2022

    1032276711 / 9781032276717

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    Taschenbuch. Condition: Neu. Level Design | Processes and Experiences | Christopher W. Totten | Taschenbuch | Einband - flex.(Paperback) | Englisch | 2022 | A K Peters/CRC Press | EAN 9781032276717 | Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, 36244 Bad Hersfeld, gpsr[at]libri[dot]de | Anbieter: preigu.

  • Language: English

    Published by A K Peters/CRC Press (edition 1), 2017

    1138628808 / 9781138628809

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  • Language: English

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  • Language: English

    Published by Taylor & Francis Ltd, 2017

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  • Language: English

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    Hardcover. Condition: Brand New. 378 pages. 9.50x6.50x1.00 inches. In Stock.

  • Language: English

    Published by A K Peters/CRC Press, 2022

    1032276711 / 9781032276717

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    Taschenbuch. Condition: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - In this book, veteran game developers, academics, journalists, and others provide their processes and experiences with level design. Each provides a unique perspective representing multiple steps of the process for interacting with and creating game levels - experiencing levels, designing levels, constructing levels, and testing levels. These diverse perspectives offer readers a window into the thought processes that result in memorable open game worlds, chilling horror environments, computer-generated levels, evocative soundscapes, and many other types of gamespaces. This collection invites readers into the minds of professional designers as they work and provides evergreen topics on level design and game criticism to inspire both new and veteran designers. Key Features:Learn about the processes of experienced developers and level designers in their own wordsDiscover best-practices for creating levels for persuasive play and designing collaborativelyOffers analysis methods for better understanding game worlds and how they function in response to gameplayFind your own preferred method of level design by learning the processes of multiple industry veterans.