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Technical Beginning Game Level Design

Posted on 2010-03-15




Name:Technical Beginning Game Level Design
ASIN/ISBN:1592004342
Language:English
File size:11.9 Mb
   Technical Beginning Game Level Design

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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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