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Design patterns in level design: Com...
~
Iowa State University., Art and Design.
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Design patterns in level design: Common practices in simulated environment construction.
Record Type:
Language materials, printed : Monograph/item
Title/Author:
Design patterns in level design: Common practices in simulated environment construction./
Author:
Bacher, Denise.
Description:
57 p.
Notes:
Adviser: Steven M. Herrnstadt.
Contained By:
Masters Abstracts International46-05.
Subject:
Design and Decorative Arts. -
Online resource:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=1453167
ISBN:
9780549543428
Design patterns in level design: Common practices in simulated environment construction.
Bacher, Denise.
Design patterns in level design: Common practices in simulated environment construction.
- 57 p.
Adviser: Steven M. Herrnstadt.
Thesis (M.S.)--Iowa State University, 2008.
The creation of video game levels is an inexact and often intuitive process. Currently, much of level design focuses on the "how" as opposed to the "why." That is to say, level designers know how to build a level, but do not know why they built it the way they did. Before more immersive player experiences can occur, an understanding of what levels are, what common functionality exists between them, and a means of consistently reproducing player behaviors is necessary.
ISBN: 9780549543428Subjects--Topical Terms:
1024640
Design and Decorative Arts.
Design patterns in level design: Common practices in simulated environment construction.
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Design patterns in level design: Common practices in simulated environment construction.
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57 p.
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Adviser: Steven M. Herrnstadt.
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Source: Masters Abstracts International, Volume: 46-05, page: 2351.
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Thesis (M.S.)--Iowa State University, 2008.
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The creation of video game levels is an inexact and often intuitive process. Currently, much of level design focuses on the "how" as opposed to the "why." That is to say, level designers know how to build a level, but do not know why they built it the way they did. Before more immersive player experiences can occur, an understanding of what levels are, what common functionality exists between them, and a means of consistently reproducing player behaviors is necessary.
520
$a
The author advances the premise that by examining the use of design patterns in architecture, computer science, and interaction design, a foundation can be created to better characterize commonly occurring problems and solutions within level design. When multiple patterns are applied, the group becomes a language. This language can then be used as a means for creating novel levels as well as a lexicon for analyzing existing games.
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=1453167
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