Introduction to level design for PC games


    • Clayton, Andrew Charles


Introduction to level design for PC games

Andy Clayton

(Game development series)

Charles River Media, c2003

1st ed

  • : pbk


Level design for PC games

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Includes bibliographical references (p. 339) and index



Extending the shelf life and appeal of games is becoming easier and easier for game players. By including game editors and other tools directly in the game, developers have made it possible for players to modify games with their own characters, levels, and other assets. This text is designed to help game enthusiasts make the transition from player to creator by teaching the fundamentals of creating levels, and the key aspects of game design. Using "gmax", Discreet's free game editork, users learn everything necessary for creating and compiling their own levels. Not only should users get more gameplay, but they can learn the skills necessary to become a highly-marketable level creator.


  • Introduction
  • Introduction to gmax
  • Creating Tetrain and a Spawn Base
  • The Launch Pad
  • Creating a Factory Building
  • UVW Mapping and Texturing in Depth
  • Creating Game Textures
  • Dungeon Siege - Siege Max
  • Unreal Tournament 2003
  • Quake - Tempest and Radiant
  • Counterstrike - Hammer, Medal of Honor

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