Quake Level Design Handbook
Download Quake Level Design Handbook full books in PDF, epub, and Kindle. Read online free Quake Level Design Handbook ebook anywhere anytime directly on your device. Fast Download speed and no annoying ads. We cannot guarantee that every ebooks is available!
Author | : Matt Tagliaferri |
Publisher | : Sybex |
Total Pages | : 372 |
Release | : 1997 |
Genre | : Games & Activities |
ISBN | : 9780782121186 |
A tutorial in 3D game design using the included software, this text allows Quake enthusiasts to create their own levels of the game. The CD includes non-shareware version of qED level editor and playable, independantly designed Quake level.
Author | : Farzad Naeim |
Publisher | : Springer Science & Business Media |
Total Pages | : 476 |
Release | : 1989-08-31 |
Genre | : Science |
ISBN | : 9780412078910 |
Author | : Michael Nitsche |
Publisher | : MIT Press |
Total Pages | : 315 |
Release | : 2008-12-05 |
Genre | : Games & Activities |
ISBN | : 0262293013 |
An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers—rule-based space, mediated space, fictional space, play space, and social space—and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.
Author | : Christopher W. Totten |
Publisher | : CRC Press |
Total Pages | : 474 |
Release | : 2018-09-03 |
Genre | : Computers |
ISBN | : 1351982923 |
Explore Level Design through the Lens of Architectural and Spatial Experience Theory Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture, providing information useful to both academics and game development professionals. Understand Spatial Design Principles for Game Levels in 2D, 3D, and Multiplayer Applications The book presents architectural techniques and theories for level designers to use in their own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. Create Meaningful User Experiences in Your Games Bringing together topics in game design and architecture, this book helps designers create better spaces for their games. Software independent, the book discusses tools and techniques that designers can use in crafting their interactive worlds.
Author | : |
Publisher | : |
Total Pages | : 2362 |
Release | : 1998 |
Genre | : American literature |
ISBN | : |
A world list of books in the English language.
Author | : Matt Tagliaferri |
Publisher | : John Wiley & Sons |
Total Pages | : 398 |
Release | : 2002-04-04 |
Genre | : Computers |
ISBN | : 078214103X |
Experienced VB.NET programmers, as well as experienced Visual Basic 6 programmers can learn the VB.NET's new features through the code examples included in this book.
Author | : Bart Farkas |
Publisher | : San Francisco : Sybex |
Total Pages | : 294 |
Release | : 1998 |
Genre | : Games & Activities |
ISBN | : 9780782121407 |
This is the only authorized guide to Myth, to be published "day-and-date" with the game. Written with the full support of Bungie Software, this book contains in-depth strategies and tactics for every mission, behind-the-scenes information, original art from the game, and tips for multiplayer gaming and customization.
Author | : Wai-Fah Chen |
Publisher | : CRC Press |
Total Pages | : 3042 |
Release | : 2014-01-24 |
Genre | : Technology & Engineering |
ISBN | : 1482255030 |
Over 140 experts, 14 countries, and 89 chapters are represented in the second edition of the Bridge Engineering Handbook. This extensive collection provides detailed information on bridge engineering, and thoroughly explains the concepts and practical applications surrounding the subject, and also highlights bridges from around the world. This second edition of the bestselling Bridge Engineering Handbook covers virtually all the information an engineer would need to know about any type of bridge-from planning to construction to maintenance. It contains more than 2,500 tables, charts, and illustrations in a practical, ready-to-use format. An abundance of worked-out examples gives readers numerous practical step-by-step design procedures. Special attention is given to rehabilitation, retrofit, and maintenance. Coverage also includes seismic design and building materials. Thoroughly revised and updated, this second edition contains 26 new chapters.
Author | : H. Gulvanessian |
Publisher | : Thomas Telford |
Total Pages | : 142 |
Release | : 1996 |
Genre | : Technology & Engineering |
ISBN | : 9780727725240 |
Providing detailed information for civil and structural engineers on the use of Eurocode, this handbook covers the basis of design, its background and relationship to the other Eurocodes. This Eurocode provides general principles for the structural design
Author | : Charles Scawthorn |
Publisher | : CRC Press |
Total Pages | : 1508 |
Release | : 2002-09-27 |
Genre | : Technology & Engineering |
ISBN | : 1420042440 |
Earthquakes are nearly unique among natural phenomena - they affect virtually everything within a region, from massive buildings and bridges, down to the furnishings within a home. Successful earthquake engineering therefore requires a broad background in subjects, ranging from the geologic causes and effects of earthquakes to understanding the imp