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|a 9781466585423
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|a QA76.76.C672
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|a Totten, Christopher W.
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|a An architectural approach to level design
|c Christopher W. Totten
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|a Boca Raton, Florida
|b CRC Press
|c 2014
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|a 456 pages
|b illustrations (some color)
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|a Chapter 11: Real-World Adaptive Level DesignConclusion; Back Cover
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|a Front Cover; Contents; Acknowledgments; About the Author; Introduction; Chapter 1: A Brief History of Architecture and Level Design; Chapter 2: Tools and Techniques for Level Design; Chapter 3: Basic Gamespaces; Chapter 4: Teaching in Levels through Visual Communication; Chapter 5: Introducing Emotional Level Design through Survival Instincts; Chapter 6: Enticing Players with Reward Spaces; Chapter 7: Storytelling in Gamespace; Chapter 8: Possibility Spaces and Worldbuilding; Chapter 9: Influencing Social Interaction with Level Design; Chapter 10: Enhancing Level Design with Music and Sounds
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|a Level design (Computer science) / http://id.loc.gov/authorities/subjects/sh2009003431
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|a Software architecture / http://id.loc.gov/authorities/subjects/sh2004001071
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|a Level design (Computer science) / fast
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|a Software architecture / fast
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|a Architecture logicielle
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|a Conception des niveaux de jeu (Informatique)
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|a eng
|2 ISO 639-2
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|b OREILLY
|a O'Reilly
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|z 1466585420
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|z 9781466585416
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|z 9781466585423
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|u https://learning.oreilly.com/library/view/~/9781466585416/?ar
|x Verlag
|3 Volltext
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|a 005.1/2
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|a 500
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|a 745.4
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|a Explore Level Design through the Lens of Architectural and Spatial Experience TheoryWritten 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
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