Discover best-practices for creating levels for persuasive play and designing
Table of Contents
Chapter 1. Kamuro Nights: A Personal Retrospective of the Yakuza Series Gavin Greene
Chapter 2. Cracking the Resident Evil Puzzle Box Daniel Johnson
Chapter 3.From Construction to Perception: Three Views of Level Design for Story-Driven Games Huaxin Wei and Chaoguang Wang
Chapter 4. Everything I Learned About Level Design at an Orlesian Ball Heidi McDonald
Chapter 5. Hell, Hyboria, and Disneyland; The Origins and Inspirations of Themed Video Game Level Design Scott Rogers
Chapter 6. Level Design Practices for Independent Games Fares Kayali and Josef Ortner
Chapter 7. Making the Most of Audio in Characterization, Narrative Structure, and Level Design Chanel Summers
Chapter 8. Procedural Content Generation: An Overview Gillian Smith
Chapter 9. P.T. and the Play of Stillness Brian Upton
Chapter 10. The Illusion of Choice – How to Hide the Linearity of Levels from Players Joao Raza and Benjamin Carter
Chapter 11. Integrating Procedural and Handmade Level Design Dr. Mark R. Johnson
Chapter 12. Level Design Planning for Open World Games Joel Burgess PART 4: TESTING LEVELS
Chapter 13. Play-Personas: Mental Tools for Player-Centered Level Design Alessandro Canossa
Chapter 14. Evaluating Level Design Using Public Events Jonathan Moriarty
Chapter 15. The Rule of 27’s: A Comparative Analysis of 2D Screenspace and Virtual Reality Environment Design Hadar Silverman
Chapter 16. Expression vs. Experience: Balancing Art and Usability Needs in Level Design Christopher W. Totten