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Technical Beginning Game Level Design
Posted on 2010-03-15
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Get ready to conquer the basics of building a strong level or mod for your games. "Beginning Game Level Design" covers everything from putting your ideas down on paper, to creating spaces and architecture, through placing units and scripting their behavior. You?ll cover each important area of expertise that goes into creating a great level. As you cover each new topic, use the end- of-chapter projects to test your newfound skills. "Beginning Game Level Design" gives you a step-by-step look into the tasks a successful designer goes through in order to create levels that keep players coming back for more. About the Author John Feil is a game industry veteran whose duties have spanned from quality assurance, to technical writing, and finally to level designer and designer. He's worked on such titles as Star Wars: Jedi Starfighter and Star Wars: Battle for Naboo, as well as a host of other Star Wars titles. Currently, John is a member of the board of directors for the International Game Developer's Association (IGDA), and was recently a designer/implementer on Microsoft Game Studio's cancelled massively multiplayer game, Mythica. Marc Scattergood has been working in the games industry since 1998. In that time he has worked in a quality assurance and operations capacity, as well as level and game design more recently. His shipped titles include Asheron?s Call, Sudeki, and Zoo Tycoon 2. Most of that time was spent with Microsoft Game Studios. He currently is a game designer for Sigil Games Online on the upcoming MMOG, Vanguard, and was previously working on the now cancelled MMOG, Mythica as a level designer. He currently resides in Southern California.
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