Difference between revisions of "Category:GameDesign"

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(Designing Action: Defining the Encounter in Games)
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= Category Game Design =
 
= Category Game Design =
All about game design.
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Game design is about creating the overall game experience for the player.
  
  
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== Game Design ==
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== Game Design Tutorials ==
This section is about designing the overall experience for the player.
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* [http://www.gamasutra.com/view/feature/131791/the_anatomy_of_a_design_document_.php?page=1 The Anatomy of a Design Document, Part 1: Documentation Guidelines for the Game Concept and Proposal] 1999 article for Gamasutra by ''[http://www.gamasutra.com/view/authors/915461/Tim_Ryan.php Tim Ryan]''
 
* [http://www.gamasutra.com/view/feature/131791/the_anatomy_of_a_design_document_.php?page=1 The Anatomy of a Design Document, Part 1: Documentation Guidelines for the Game Concept and Proposal] 1999 article for Gamasutra by ''[http://www.gamasutra.com/view/authors/915461/Tim_Ryan.php Tim Ryan]''
 
* [http://www.gamepitches.com/ Game Pitches] repository for video game pitches and design documents - by ''[http://www.thejonjones.com/ Jon Jones]''
 
* [http://www.gamepitches.com/ Game Pitches] repository for video game pitches and design documents - by ''[http://www.thejonjones.com/ Jon Jones]''
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* [http://en.wikipedia.org/wiki/Visual_semiotics Visual Semiotics] - from ''Wikipedia''<<BR>>Environments involve the player more if they have several layers of thinking behind their design.
 
* [http://en.wikipedia.org/wiki/Visual_semiotics Visual Semiotics] - from ''Wikipedia''<<BR>>Environments involve the player more if they have several layers of thinking behind their design.
 
* [http://wiki.answers.com/Q/What_is_a_visual_metaphor What is a visual metaphor?] - from ''Answers.com''
 
* [http://wiki.answers.com/Q/What_is_a_visual_metaphor What is a visual metaphor?] - from ''Answers.com''
 
== Level Design ==
 
This section is about designing game environments, also called "levels".
 
 
* [http://www.curiousconstructs.com/projects/level-design-concepts/ Designing Action: Defining the Encounter in Games] by ''[http://www.curiousconstructs.com/about/ Nathan Cheever]'', an excellent dissection of how successful game levels are designed and made. Recommended!
 
* [http://www.bendarling.net/index.php?page=levels Level design process] by ''Benjamin Darling''
 
* [http://www.worldofleveldesign.com/about.php World of Level Design.com], a website/blog about game environment art and game level design for first person shooters.
 
* [http://blog.joelburgess.com/2011/03/gdc-2011-transcript-motivating-players.html#more GDC 2011 Transcript: Motivating Players in Open World Games] by ''Joel Burgess''
 
* [http://www.crytek.com/cryengine/presentations/Level-Design-Challenges-in-Crysis-The-Long-Journey-to-Open-Worlds GDC 2008: Level Design Challenges in Crysis: The Long Journey to Open Worlds] by ''Sten Huebler'', Lead Designer, Crytek
 
* [http://davesmapper.com Dave's Mapper], an automatic mapping tool by ''[http://www.thegriddle.net/ David Millar]''
 
* [http://www.gamasutra.com/blogs/JeremyPrice/20110318/7258/Applying_the_Elements_of_Design_and_Principles_of_Design_in_Level_Art.php Applying the Elements of Design and Principles of Design in Level Art] by ''Jeremy Price''
 
* [http://forums.epicgames.com/showthread.php?t=583689 Gears Of War Multiplayer Map Theory] by ''Lee Perry''
 
* [http://www.worch.com/2010/03/11/gdc-2010/ GDC 2010: “What Happened Here?” – Environmental Storytelling] by ''Harvey Smith'' and ''Matthias Worch''
 
* [http://www.amazon.com/Architecture-Space-Francis-D-K-Ching/dp/0471286168 Architecture: Form, Space, and Order] ($) by ''Francis D.K. Ching''
 
* [http://forums.mapcore.net/viewtopic.php?f=57&t=3913 Level Design Help Files], a collection of help sites for level design themed files - from the ''[http://forums.mapcore.net MapCore]'' forums
 
* [http://developer.valvesoftware.com/wiki/How_To_Develop_A_Map_That_Works How To Develop A Map That Works] - from ''The Valve Developer Community''
 
* [http://wiki.beyondunreal.com/Legacy:Map_Planning Map Planning] - from the ''Unreal Wiki''
 
* [http://www.thewall.de/content/media/allgemeines_gamedesign/artikel/bens_small_bible_of_realistic_multiplayer_level_design.pdf Ben's Small Bible of Realistic Multiplayer Level Design] (PDF) by ''Benjamin Bauer''
 
* [http://www.interlopers.net/articles/what-is-level-design What Is Level Design?] - by ''Sérgio Duarte''
 
* [http://www.amazon.com/Level-Design-Concept-Theory-Practice/dp/1568813384 Level Design: Concept, Theory, and Practice] ($) - by ''Rudolf Kremers'' (free preview: [http://www.rudolfkremers.com/Blog/?p=69 Chapter 7 - Reward Systems])
 
* [http://www.hourences.com/book/bookgameplay.htm The Hows and Whys of Level Design] ($) - by ''Sjoerd 'hourences' De Jong'' ([http://www.interlopers.net/articles/level-design-book-review reviewed here])
 
* [http://www.hourences.com/book/tutorialsindex.htm Unreal Engine 3 tutorials, game industry articles, level design/art/technical tutorials] - by ''[http://www.hourences.com Sjoerd 'hourences' De Jong]''. A ton of tutorials and articles about designing levels with the Unreal Technology.
 
* [http://level-design.org LEVEL-DESIGN.org] - by ''[http://www.polycount.com/forum/member.php?u=30493 'seir']''. Information related to level art and design; for mappers, level designers, environment artists, and any kind of world designer.
 
* [http://boards.polycount.net/showthread.php?t=51254 Maintaining the suspension of disbelief...] Polycount forum thread. Discussion about the importance of using imperfection to create believable worlds.
 
* [http://www.3dbuzz.com/vbforum/sv_videonav.php?fid=836eb5e382b5d9f430df48883fca918e Level Design Video Tutorials] - from ''[http://www.3dbuzz.com 3DBuzz]''. A ton of useful tutorials and design tips about creating levels.
 
 
== Units and Scale ==
 
The units and scale you use is very important. [[Category:EnvironmentModularity|Modular]] meshes should be built to snap to a unit-based grid, and physics calculations depend on certain scales. Fortunately, game editors usually have a scale setting you can use on import to convert from 3d modeler scale into proper game engine scale.
 
 
* [http://udn.epicgames.com/Three/UnrealUnits.html UDN: Unreal Units] - what units and scale to use for scenes in Unreal Engine. (Gears of War: 2 units = 1 inch, Unreal Tournament: 1 unit = 2 cm)
 
* [http://freesdk.crydev.net/display/SDKDOC3/Measurement+Reference CryENGINE SDK: Measurement Reference] - what units and scale to use for scenes in [[CryEngine]]. (Crysis: 1 unit = 1 meter)
 
* [http://docs.unity3d.com/Documentation/Components/FBXImporter-Model.html Unity: Import Settings for Meshes] - what units and scale to use for scenes in Unity. (Unity physics: 1 unit = 1 meter)
 
  
 
== Game Design Blogs ==
 
== Game Design Blogs ==
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* [http://www.johnsto.co.uk/design Level Design] - a blog by ''David Alexander Johnston'', freelance game designer
 
* [http://www.johnsto.co.uk/design Level Design] - a blog by ''David Alexander Johnston'', freelance game designer
  
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<span id="Level_Design"></span>
 
== More Information ==
 
== More Information ==
* [[Category:EnvironmentModularity]]
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* [[Category:LevelDesign]]: the design of gameplay spaces, levels, and environments.
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* [[Category:EnvironmentModularity]]: techniques for creating reusable environment meshes.
  
[[Category:Discipline]]
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[[Category:LevelDesign]]

Revision as of 10:40, 30 August 2013

Category Game Design

Game design is about creating the overall game experience for the player.


Pages in This Category

Game Design Tutorials

Game Design Blogs

More Information

  • the design of gameplay spaces, levels, and environments.
    techniques for creating reusable environment meshes.

Pages in category "GameDesign"

The following 2 pages are in this category, out of 2 total.

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