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game

architecture

on book.leveldesignbook.com
book.leveldesignbook.com › process › blockout › massing
Prospect-refuge | The Level Design Book
...sense of safety depends less on layout / blockout / architecture, and instead more on the wider game systems / encounter design patterns
game worlds change ownership...
book.leveldesignbook.com › culture › unfinished pages › history of architecture
History of architecture | The Level Design Book
...History is biased towards fancy architecture, rather than common "vernacular architecture." Yet game worlds often center on everyday homes and workplaces rather than monuments...
book.leveldesignbook.com › appendix › resources › books
Recommended books | The Level Design Book
...Totten connects a lot of core architecture education (basic drafting, parti, prospect and refuge, etc.) to some game examples. A good roundup of conceptual...
book.leveldesignbook.com › studies › irl › disneyland
Disneyland (California, USA) | The Level Design Book
...Disneylands, then what's the video game equivalent of the surrounding suburb Anaheim?
Architecture of reassurance
Subsequent architecture critics have since largely labored in...
book.leveldesignbook.com › culture › unfinished pages › history of environment art
History of environment art | The Level Design Book
...For more on modernist architects being wrong, see History of architecture.
(TODO: compare art nouveau vs. modernist architecture image)
More directly, env art has...
book.leveldesignbook.com › culture › zero player
Zero player level design | The Level Design Book
...However, level design already shares workflows and techniques with architectural visualization and CAD practices. The architecture we need in games is the architecture that...
book.leveldesignbook.com › process › lighting › d6 lighting
D6 lighting | The Level Design Book
D6 lighting
Spatial interior design lighting theory with six lighting strategies
D6 lighting uses the six faces of an ordinary six-sided game die...
book.leveldesignbook.com › appendix › communities
Communities | The Level Design Book
...game design breakdowns) and Level With Me (interviews with level designers). Commissions and pitches year-round, pays writers.
Blogs / streams / podcasts
The Architectural Imagination...
book.leveldesignbook.com › process › layout › typology
Typology | The Level Design Book
...Many team-based games feature bases / spawn rooms where players can safely join the game, as well as capture points for the teams to...
book.leveldesignbook.com › process › preproduction › worldbuilding
Worldbuilding | The Level Design Book
...Thekla Studios spent $6 million USD across seven (7) years to build the first person puzzle exploration game The Witness, and hired landscape architecture...