Welcome to your Level Design reading list. Here you will find resources selected by your course team to support you throughout this module.
Essential Reading
Architectural Approach to Level Design by Totten, C. W.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. Now in its second edition, An Architectural Approach to Level Design presents architectural techniques and theories for you to use in your 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 that space. It also addresses industry issues like how to build interesting tutorial levels and how to use computer-generated level design systems without losing the player-focused design of handmade levels. Throughout the text, you will learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. 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, the book discusses tools and techniques that you can use in crafting your interactive worlds.
Call Number: eBook
ISBN: 9781351116299
Publication Date: 2019
Recommended Reading
Preproduction Blueprint: How to Plan Game Environments and Level Designs by Galuzin, A."Preproduction Blueprint" is a complete system for planning your game environments and level designs. This could be for a playable level or a game environment exploration to show off in a portfolio. Planning process is called pre-production and what you end up with is a "Preproduction Blueprint". It is an essential step to finishing your projects. Unfortunately, planning tends to be a rushed part of the process or completely ignored. Creating a game environment or a level design is very similar. Once you have an idea you have to go through the steps of: Knowing what you are going to create How the game environment is going to look How the level will play Location, theme and setting of your game environment or level design Creating a top-down layout Defining and designing objectives, obstacles and scripted events Knowing your project purpose Collecting photo reference Creating a story Visual development Creating to do lists, a plan of action Rushing into a level design or game environment without planning will most likely result in unfinished project. All you need is a solid plan of what your environment is going to look and play like prior to creating it. "Preproduction Blueprint" is the planning system and workbook. These are the same steps I use to design environments and levels. It took me years to figure out and to refine so you don't have to. I laid everything out for you to use in a step-by-step process. After going through the book, you'll be able to close your eyes and walk through the environment. The level will be finished in your mind. The next step will be to open up a level editor and begin construction.
Level Design for Games by Co, P.At the heart of any great computer game are expertly designed levels: the locales and stages that define gameplay. And at the core of any strong game development team are the level designers: the people who create the spaces and environments that you move through while playing the game. And because level design doesn't require a fine arts or programming degree, it's one of the best avenues into a career in game development. Level Design for Games: Creating Compelling Game Experiences is the definitive guide to level design, both for aspiring game developers, and for industry pros looking for practical, best-practice tips and advice. With over ten years of experience with some of the industry's top developers, Phil Co starts the reader at the very beginning of the game development process, explaining the level designer's role in the all-important preproduction phase. Co then moves into the production phase, using a fictional level to demonstrate how to create and refine your level. Packed with screenshots, diagrams, and real-world examples, this book gives you all the tools you need to build your own professional-grade level, including level narratives, descriptions, diagrams, and templates. Chapter assignments help you practice what you've learned, and the demo of Epic's UnrealEngine2 Editor (UnrealEd), included on the companion CD-ROM, gives you hands-on experience with an industry-standard tool. Phil Co has a degree in architecture from the University of Virginia but opted instead for a career in video games. Starting out as a tester at SEGA, he's been a level designer since 1996 for some of the best-regarded game developers in the industry, including Cyclone Studios, Blizzard, and Valve Software, makers of the hugely popular "Half-Life" series. Phil lives in Seattle with his wife and son. "Anyone interested in a level design career should read this book. Phil does an excellent job covering all the aspects of level design across several game genres." --Rob Pardo, Vice President of Game Design, Blizzard Entertainment "An indispensable guide to the theory, process, and practice of level design." --Robin Walker, Designer, Valve Software "This book contains a wealth of valuable information for anyone interested in Level Design. It is one of the few books I would recommend to my gaming students." --Todd Robinson, Game Design Instructor, Academy of Art University, San Francisco