Record ID | marc_columbia/Columbia-extract-20221130-033.mrc:42495730:3299 |
Source | marc_columbia |
Download Link | /show-records/marc_columbia/Columbia-extract-20221130-033.mrc:42495730:3299?format=raw |
LEADER: 03299cam a2200625Mi 4500
001 16097513
005 20220501004308.0
006 m o d
007 cr -n---------
008 180331t20142014fluaf ob 001 0 eng d
035 $a(OCoLC)on1295608920
035 $a(NNC)16097513
040 $aCZL$beng$erda$cCZL$dOCLCO$dOCLCF
019 $a1300700547
020 $a1351982923
020 $a9781351982924
020 $a1315270757
020 $a9781315270753
020 $a1138427721
020 $a9781138427723
020 $a1466585412
020 $a9781466585416
024 7 $a10.1201/b21989$2doi
035 $a(OCoLC)1295608920$z(OCoLC)1300700547
050 4 $aQA76.76.C672$b.T679 2014
082 04 $a005.1/2$a005.12
049 $aZCUA
100 1 $aTotten, Christopher W.,$eauthor.
245 13 $aAn architectural approach to level design /$cChristopher W. Totten, George Mason University, Fairfax, Virginia.
250 $a1st edition.
264 1 $aBoca Raton :$bTaylor & Francis,$c[2014]
264 4 $c©2014
300 $a1 online resource (456 p.)
336 $atext$btxt
337 $acomputer$bc
338 $aonline resource$bcr
347 $atext file
505 0 $aFront Cover; Contents; Acknowledgments; About the Author; Introduction; Chapter 1: A Brief History of Architecture and Level Design; Chapter 2: Tools and Techniques for Level Design; Chapter 3: Basic Gamespaces; Chapter 4: Teaching in Levels through Visual Communication; Chapter 5: Introducing Emotional Level Design through Survival Instincts; Chapter 6: Enticing Players with Reward Spaces; Chapter 7: Storytelling in Gamespace; Chapter 8: Possibility Spaces and Worldbuilding; Chapter 9: Influencing Social Interaction with Level Design; Chapter 10: Enhancing Level Design with Music and Sounds
505 8 $aChapter 11: Real-World Adaptive Level DesignConclusion; Back Cover
546 $aEnglish.
504 $aIncludes bibliographical references.
588 $aDescription based on print version record.
500 $aAn AK Peters book.
520 $aThis book discusses level design, the discipline of creating interactive game environments, with an emphasis on architectural principles. These principles can help level designers create meaningful user experiences and emotional responses for players. This involves elements of spatial psychology, human survival instincts, visual communication, and spatial storytelling, among others. Topics are discussed in a non-software specific context so readers using different types of programs can utilize the content. The book includes an overview of real-world tools and techniques that level designers will find useful in crafting their interactive worlds. --$cProvided by publisher.
650 0 $aLevel design (Computer science)
650 0 $aSoftware architecture.
650 6 $aConception des niveaux de jeu (Informatique)
650 6 $aArchitecture logicielle.
650 7 $aLevel design (Computer science)$2fast$0(OCoLC)fst01747885
650 7 $aSoftware architecture.$2fast$0(OCoLC)fst01200416
655 4 $aElectronic books.
776 $z1-322-63563-3
776 $z1-4665-8542-0
856 40 $uhttp://www.columbia.edu/cgi-bin/cul/resolve?clio16097513$zTaylor & Francis eBooks
852 8 $blweb$hEBOOKS