Level Design for Games: Creating Compelling Game Experiences
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.<br> <br> 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<br> game development process, explaining the level designer’s role in the all-important preproduction phase. Co then moves into the<br> production phase, using a fictional level to demonstrate how to create and refine your level.<br> <br> Packed with screenshots, diagrams, and real-world examples, this book gives you all the tools you need to build your own professional-grade<br> 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<br> with an industry-standard tool.<br> <br> 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.<br>  <br> <br> “Anyone interested in a level design career should read this book. Phil does an excellent job covering all<br> the aspects of level design across several game genres.â€<br> —Rob Pardo, Vice President of Game Design,<br> Blizzard Entertainment<br> <br> “An indispensable guide to the theory, process, and practice of level design.â€<br> —Robin Walker, Designer, Valve Software<br> <br> “This book contains a wealth of valuable information for anyone<br> interested in Level Design. It is one of the few books I would<br> recommend to my gaming students.â€<br> —Todd Robinson, Game Design Instructor,<br> Academy of Art University, San Francisco