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An Architectural Approach to Level Design
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An Architectural Approach to Level Design

An Architectural Approach to Level Design

ByChristopher W. Totten
Edition 1st Edition
First Published 2014
eBook Published 3 September 2018
Pub. location New York
Imprint A K Peters/CRC Press
DOIhttps://doi.org/10.1201/b21989
Pages 469 pages
eBook ISBN 9781466585423
SubjectsArts, Computer Science
Get Citation

Get Citation

Totten, C. (2014). An Architectural Approach to Level Design. New York: A K Peters/CRC Press, https://doi.org/10.1201/b21989
ABOUT THIS BOOK

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.

TABLE OF CONTENTS
chapter 1|40 pages
◾ A Brief History of Architecture and Level Design
View abstract
chapter 2|62 pages
◾ Tools and Techniques for Level Design
View abstract
chapter 3|60 pages
◾ Basic Gamespaces
View abstract
chapter 4|42 pages
◾ Teaching in Levels through Visual Communication
View abstract
chapter 5|38 pages
◾ Introducing Emotional Level Design through Survival Instincts
View abstract
chapter 6|24 pages
◾ Enticing Players with Reward Spaces
View abstract
chapter 7|36 pages
◾ Storytelling in Gamespace
View abstract
chapter 8|42 pages
◾ Possibility Spaces and Worldbuilding UNDERSTANDING IMMERSION AND PLAYER
View abstract
chapter 9|24 pages
◾ Influencing Social Interaction with Level Design
View abstract
chapter 10|26 pages
◾ Enhancing Level Design with Music and Sounds
View abstract
chapter 11|22 pages
◾ Real-World Adaptive Level Design
View abstract

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.

TABLE OF CONTENTS
chapter 1|40 pages
◾ A Brief History of Architecture and Level Design
View abstract
chapter 2|62 pages
◾ Tools and Techniques for Level Design
View abstract
chapter 3|60 pages
◾ Basic Gamespaces
View abstract
chapter 4|42 pages
◾ Teaching in Levels through Visual Communication
View abstract
chapter 5|38 pages
◾ Introducing Emotional Level Design through Survival Instincts
View abstract
chapter 6|24 pages
◾ Enticing Players with Reward Spaces
View abstract
chapter 7|36 pages
◾ Storytelling in Gamespace
View abstract
chapter 8|42 pages
◾ Possibility Spaces and Worldbuilding UNDERSTANDING IMMERSION AND PLAYER
View abstract
chapter 9|24 pages
◾ Influencing Social Interaction with Level Design
View abstract
chapter 10|26 pages
◾ Enhancing Level Design with Music and Sounds
View abstract
chapter 11|22 pages
◾ Real-World Adaptive Level Design
View abstract
CONTENTS
ABOUT THIS BOOK

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.

TABLE OF CONTENTS
chapter 1|40 pages
◾ A Brief History of Architecture and Level Design
View abstract
chapter 2|62 pages
◾ Tools and Techniques for Level Design
View abstract
chapter 3|60 pages
◾ Basic Gamespaces
View abstract
chapter 4|42 pages
◾ Teaching in Levels through Visual Communication
View abstract
chapter 5|38 pages
◾ Introducing Emotional Level Design through Survival Instincts
View abstract
chapter 6|24 pages
◾ Enticing Players with Reward Spaces
View abstract
chapter 7|36 pages
◾ Storytelling in Gamespace
View abstract
chapter 8|42 pages
◾ Possibility Spaces and Worldbuilding UNDERSTANDING IMMERSION AND PLAYER
View abstract
chapter 9|24 pages
◾ Influencing Social Interaction with Level Design
View abstract
chapter 10|26 pages
◾ Enhancing Level Design with Music and Sounds
View abstract
chapter 11|22 pages
◾ Real-World Adaptive Level Design
View abstract

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.

TABLE OF CONTENTS
chapter 1|40 pages
◾ A Brief History of Architecture and Level Design
View abstract
chapter 2|62 pages
◾ Tools and Techniques for Level Design
View abstract
chapter 3|60 pages
◾ Basic Gamespaces
View abstract
chapter 4|42 pages
◾ Teaching in Levels through Visual Communication
View abstract
chapter 5|38 pages
◾ Introducing Emotional Level Design through Survival Instincts
View abstract
chapter 6|24 pages
◾ Enticing Players with Reward Spaces
View abstract
chapter 7|36 pages
◾ Storytelling in Gamespace
View abstract
chapter 8|42 pages
◾ Possibility Spaces and Worldbuilding UNDERSTANDING IMMERSION AND PLAYER
View abstract
chapter 9|24 pages
◾ Influencing Social Interaction with Level Design
View abstract
chapter 10|26 pages
◾ Enhancing Level Design with Music and Sounds
View abstract
chapter 11|22 pages
◾ Real-World Adaptive Level Design
View abstract
ABOUT THIS BOOK
ABOUT THIS BOOK

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.

TABLE OF CONTENTS
chapter 1|40 pages
◾ A Brief History of Architecture and Level Design
View abstract
chapter 2|62 pages
◾ Tools and Techniques for Level Design
View abstract
chapter 3|60 pages
◾ Basic Gamespaces
View abstract
chapter 4|42 pages
◾ Teaching in Levels through Visual Communication
View abstract
chapter 5|38 pages
◾ Introducing Emotional Level Design through Survival Instincts
View abstract
chapter 6|24 pages
◾ Enticing Players with Reward Spaces
View abstract
chapter 7|36 pages
◾ Storytelling in Gamespace
View abstract
chapter 8|42 pages
◾ Possibility Spaces and Worldbuilding UNDERSTANDING IMMERSION AND PLAYER
View abstract
chapter 9|24 pages
◾ Influencing Social Interaction with Level Design
View abstract
chapter 10|26 pages
◾ Enhancing Level Design with Music and Sounds
View abstract
chapter 11|22 pages
◾ Real-World Adaptive Level Design
View abstract

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.

TABLE OF CONTENTS
chapter 1|40 pages
◾ A Brief History of Architecture and Level Design
View abstract
chapter 2|62 pages
◾ Tools and Techniques for Level Design
View abstract
chapter 3|60 pages
◾ Basic Gamespaces
View abstract
chapter 4|42 pages
◾ Teaching in Levels through Visual Communication
View abstract
chapter 5|38 pages
◾ Introducing Emotional Level Design through Survival Instincts
View abstract
chapter 6|24 pages
◾ Enticing Players with Reward Spaces
View abstract
chapter 7|36 pages
◾ Storytelling in Gamespace
View abstract
chapter 8|42 pages
◾ Possibility Spaces and Worldbuilding UNDERSTANDING IMMERSION AND PLAYER
View abstract
chapter 9|24 pages
◾ Influencing Social Interaction with Level Design
View abstract
chapter 10|26 pages
◾ Enhancing Level Design with Music and Sounds
View abstract
chapter 11|22 pages
◾ Real-World Adaptive Level Design
View abstract
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