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Topic: Level design


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In the News (Sat 11 Feb 12)

  
  Level design - Wikipedia, the free encyclopedia
Level design or game mapping is the creation of levels—locales, stages, or missions—for a video game (such as a console game or computer game).
Level design is a process used in the majority of video games in a variety of genres, such as platform games, puzzle games, adventure games, computer role-playing games and even driving games.
While they are briefly interesting to level designers and experienced players alike, they are not usually included in final polished games because of their limited replay value.
en.wikipedia.org /wiki/Level_design   (1340 words)

  
 Level design: Facts and details from Encyclopedia Topic   (Site not responding. Last check: 2007-11-06)
In computer and video games, a level (sometimes called a stage, course, round, world, map or landscape) is a separate area in...
A level editor (also map editor and map maker) is a software application used to design levels, missions, "backgrounds" or "maps" for a videogame....
A level designer is a person who creates levels for computer gamecomputer and/or video games using a specific set of programs....
www.absoluteastronomy.com /encyclopedia/l/le/level_design.htm   (1140 words)

  
 Mobile Game Developer - Introduction to Level Design   (Site not responding. Last check: 2007-11-06)
In games, the designer is the person who often conceives the original ideas, puts them on paper to present to others (in the form of a design document or rough demonstration), and supervises the transition from design to a working video game.
Level design does not require an art degree by any means; however, a level designer should be able to illustrate or describe the artistic needs and aesthetic requirements of the map to his team members.
Level designers also need to be able to spot problems as they work and report them to the designer or producer.
mobilegd.com /article444.html   (1795 words)

  
 Mobile Game Developer - Introduction to Level Design   (Site not responding. Last check: 2007-11-06)
Level Five creatures were obviously going to be a much bigger challenge than mere Level Ones, being further from the surface and the safety of retreat.
Level designers would do well to look back to the golden age of pinball because these are our real roots—the first examples of interactive environment design.
Historically, level design is the extension of early forms of playfield design—from millennia back where game boards were drawn in the sand to the latest in photo-realistic game environments.
www.mobilegd.com /article445.html   (2592 words)

  
 Gamasutra - Features - "Beginning Level Design, Part 1: Level Design Theory" [04.16.99]
Level design is the data entry and layout portion of the game development cycle.
A level is, for all intents and purposes, the same as a mission, stage, map or other venue of player interaction.
As a level designer, you are chiefly responsible for the gameplay.
www.gamasutra.com /features/19990416/level_design_01.htm   (236 words)

  
 The Art and Science of Level Design
It is possible for a designer who is "trying out" for a job to test his hand at another style in an effort to impress his potential employers, but by the time his content is presentable the job may have passed him by.
Level designers are quickly becoming some of the most important members of a development team.
However, designers who are this talented often have their own notions about how they want "their" work to look and can be very difficult to work with when the time arrives for "shared" design.
www.cliffyb.com /art-sci-ld.html   (4901 words)

  
 Interior Design and Interior Decorating FAQ   (Site not responding. Last check: 2007-11-06)
Because computer-aided design is increasingly common, many employers expect new designers to be familiar with its use as a design tool.
Interior designers use computers to create numerous versions of interior space designs-images can be inserted, edited, and replaced easily and without added cost-making it possible for a client to see and choose among several designs.
According to the American Society for Interior Designers, 19 States and the District of Columbia require interior designers to be licensed or registered.
www.art-schools-colleges.com /interior-design-interior-decorating.html   (779 words)

  
 SOCcentral: Synthesis from C in Electronic System Level (ESL) Design (SOCcentral 11676)
Designs are often specified in C/C++, because some problems are just better expressed as a software algorithm and C reference designs are widely available.
Using C-synthesis, designers are able to implement their design ideas and models in working silicon much earlier in the design flow than was previously possible.
The consequence of course is that the designer must have the knowledge and expertise to introduce that intelligence in the first place, but this ensures quality results and in the end is neither more difficult nor more manual than the writing of constraints.
www.soccentral.com /results.asp?EntryID=11676   (2110 words)

  
 2000 Level Fashion Design
Explorations in the design of "experimental" garments using the basic elements of mass, volume, form and motion.
Rather than concerning themselves with current design trends or regular fashion problems, students emphasize bodies as forms in motion or as moving sculpture.
Students are taught to sketch from a live model while communicating design concepts in clothing with style and expression.
www.artic.edu /saic/programs/depts/courses/fash2desc.html   (840 words)

  
 Level Design   (Site not responding. Last check: 2007-11-06)
Overall, if you want to design a level of the same quality of id Software's, you have to look at the original level whose slot you're about to replace, and keep in mind what wall textures were used for the most part, and of what style most rooms were.
Try to be creative about your design of levels (but not creative to the point of abstraction, because that's not what this game is meant to do).
If a level is totally devoid of any medkits or food, the average player could die rather quickly, especially on "Death Incarnate" — and if they've come from the previous level with a lot of bullet wounds.
www.wolf3dcentral.netfirms.com /level_design.htm   (11177 words)

  
 Systems by Design of Illinois, Ltd. — History      
Designed and implemented a complex, Pocket-PC™-based application for use in the area of healthcare delivery.
Designed and implemented a web site for Jewish Council for Youth Services, which allows staff in distributed offices to manage content specific to their locations.
The database was designed to support the efficient generation of specific reports without severely impacting the simultaneous collection of mill data.
www.sd-il.com /history.shtml   (668 words)

  
 The Elements of Video Game Level Design
As levell designer on Ultimate Doom and Quake and lead levell designer on the legendary Quake II and the upcoming Quake III: Arena, Tim Willits has gathered quite a bit of knowledge (and respect in the industry) on how to create a successful map for 3D shooters.
Willits says if the level is not symmetrical there should be a balanced strategy that needs to be employed by individual team.
As with saying this, if you make a levell that isn't put together right then the chances of that map making it on the big time will be little to none.
www.telefragged.com /teamtk/learning/teovgld-b1.htm   (3090 words)

  
 DOOM Level Design FAQ . . . . . . (94/09/09)
They are designed to go DOWN from their initial position to the lowest nearby (or nearest) floor when activated, then back up to the initial position.
Designers should try their levels on less powerful PC's and/or at full screen resolution to see whether some rooms are unacceptably slow.
Designers sometimes leave out an EXIT switch, which makes it hard to play a level in Deathmatch or as part of a larger episode.
www.faqs.org /faqs/games/doom/design-FAQ   (9149 words)

  
 Design complexity requires system-level design - 3/3/2005 - EDN   (Site not responding. Last check: 2007-11-06)
Designs' continued growth in complexity and the introduction of the 65-nm semiconductor-fabrication process make solving the system-design problem even more imperative.
Therefore, the industry is witnessing three major and distinct efforts to extend the language-based design used at the RTL to the system level by providing constructs that can describe concept at a higher level of abstraction.
This approach is the best option for system-level design because it allows a design team to verify that the requirements are realistic, giving an implementation a better chance of being on time and on budget.
www.edn.com /article/CA505068.html?industryid=2813   (2045 words)

  
 CRM - Game Level Design
It explains what level design is, where it came from, and, most important, how to plan, design, and construct levels professionally for modern-day computer and video games.
It also uses historical examples, interviews with outstanding level designers, and a focus on professional level design, to teach game developers of all levels, from amateur “mod” mappers to seasoned multi-title veterans, how to implement these techniques into your own projects.
All games need to take place in environments, and by extension, the rules of level design apply to all games to some degree, so with the skills and techniques you learn here, you’ll be ready for any level challenge.
www.charlesriver.com /titles/gamelvldes.html   (576 words)

  
 Quarter to Three
These are two basic things that are inherently tied to good level design.
When you're playing an otherwise good game and you can't find your way around and you're frustrated it's because of bad level design, this can be a real deal-breaker for a gamer.
A well designed level should have a hook in the mouth of the player and the designer should be reeling the gamer in towards the next scene.
www.quartertothree.com /features/doubletime/cliffyB_and_levelord/on_level_design.shtml   (441 words)

  
 Fallonme - Principles of Level Design   (Site not responding. Last check: 2007-11-06)
It does not matter what level you are at in your level designing because this is something every level designer should know, so they can make better levels.
One way to tell if a level has good flow is to walk through a level without bots, and see how long it takes you to travel the map by just picking up every item in the level.
The architecture of the level should also fit with the style of the level, so as to not force a player to stop and wonder why something is where it is. Some the best architecture in levels is that which catches the eye, but does not hold it.
www.planetunreal.com /nucleus/FOM-LevelDesign.html   (782 words)

  
 Ace's Hardware
However, TLP optimised designs mean stalls due to latency become less of a problem.
For processor designs where the main consideration is single threaded performance, a higher performance design generally means a more complex, but less efficient design.
For highly TLP optimised designs, efficiency is more important, in terms of performance per transistor, per watt or for a given die size.
www.aceshardware.com /read.jsp?id=65000333   (1955 words)

  
 Eyetrack III - Article-Level Page Design   (Site not responding. Last check: 2007-11-06)
This report is one of many from the Eyetrack III study of broadband-era news websites.
Lessons from print design teach us that these introductory paragraphs are good devices to create points of entry and generate interest.
This behavior indicates that their level of interest in the story may have been small to begin with.
www.poynterextra.org /eyetrack2004/articlepages.htm   (1876 words)

  
 GameDev.net -- Level Design   (Site not responding. Last check: 2007-11-06)
Level design is becoming one of the most important aspects of game development.
Shares not one, not two, but 20 rules to design by, plus parting wisdom for aspiring level design gurus.
Presents the first of a two-part series targeting aspiring level designers, in which he concentrates on level design theory.
www.gamedev.net /reference/list.asp?categoryid=65   (153 words)

  
 WWW.LEVELARCHITECT.COM   (Site not responding. Last check: 2007-11-06)
The right navbar contains a link to my blog (Level Designer Point of View) where updates about my design, writings, articles, and more will reside.
All together, this site as well as Level Designer Point of view are meant to be viewed together as the full site.
Surface textures are an important part of making a great level come alive.
planetunreal.com /bean   (232 words)

  
 Ground Level Design   (Site not responding. Last check: 2007-11-06)
About Us Ground Level Design believes in an integrated approach to design that balances usability, technology, aesthetics and cost to meet our client's objectives.
The Ground Level Design core team is built around our creation process and places emphasis on maintaining analytic, creative, management and selected key production skills in-house.
In all cases Ground Level Design acts as the coordinating body.
www.gleveldesign.com   (187 words)

  
 Amazon.com: Game Level Design (Game Development Series): Books: Ed Byrne   (Site not responding. Last check: 2007-11-06)
Tonnes of game studios are scrambling for design and level design talent as the new wave of next generation titles for the XBOX360, PS3 and Revolution ramp up.
I really think this is a golden opportunity for folks interested in level design to get their break in the industry.
Level design is a fantastic career, and all it takes to get noticed is some practice and persistence.
www.amazon.com /exec/obidos/tg/detail/-/1584503696?v=glance   (1425 words)

  
 Level Design
I always enjoy reading articles by other level designers about their process for creating maps, so, I thought to myself: "Why not take the time to describe my process of level design?"
Over the last year and a half, I have been involved as a contract level designer on three commercial projects and created a number of maps for the UT community, including CTF-Conquest, CTF-Revenge and DM-Frantic.
During this time I have experimented with different processes for designing and creating maps for the unreal engine and have found the following to be most efficient (for me at least).
fordy.planetunreal.gamespy.com /leveldes.htm   (936 words)

  
 :: CrackerJack Level Design ::
Great design in the game, the gameplay was real smooth but a bit a rough in parts (drug out some).
Nightwatch level designing is probably the most fun I have ever had, very few limits and awesome texures equal a great time.
Well in level designing news, I have joined a great mod, HL Nightwatch.
cjmaps.hlgaming.com   (1697 words)

  
 Gamasutra - Features "Secrets of the Sages: Level Design" [07.23.99]
Loosely speaking, level design pertains to creating the architecture of maps in the game, plus dealing with object placement, mission or goal of the map, and often mini-missions within the level as well.
What are some of the more common mistakes found in amateur level design?
This chapter features the world's top level designers and their invaluable opinions on what makes or breaks level architecture in 3D shooters.
www.gamasutra.com /features/19990723/levdesign_chapter_01.htm   (253 words)

  
 GameSpot:Video Games PC Xbox 360 PS3 Revolution PSP DS PS2 PlayStation 2 GameCube GBA PlayStation 3
When GameSpot tracked down the top game designers in the industry with the hopes of tapping into their expertise about level creation, some interesting but not too surprising generalities arose.
We'll also uncover what they feel the role of the level maker should be, while compiling some of their best expert advice for you to apply to your own designs.
Going one step further, we've also cornered them into telling us what their favorite Quake and Quake II levels are, including some levels created by gamers like you.
www.gamespot.com /features/3d_design   (287 words)

  
 Latest OrCAD Technology from Cadence Strengthens Scalable PCB-level Design
Bringing SI analysis and validation to the design process early allows designers to use circuit and PCB topology exploration to facilitate increased circuit reliability and drive known good requirements into the back end.
With OrCAD Signal Explorer, designers can analyze and validate topologies against SI requirements to help minimize potential SI-related issues which can result in fewer re-spins and shorter lab debug time.
Cadence products and services are used to accelerate and manage the design of semiconductors, computer systems, networking equipment, telecommunications equipment, consumer electronics, and other electronics-based products.
www.cadence.com /company/newsroom/press_releases/pr.aspx?xml=030705_orcad   (441 words)

  
 LevelTen Web Design | Professional Website, Flash & Graphic Designers + Site Marketing
LevelTen is a professional Internet strategy and Web design company based in Dallas, Texas.
If you are serious about your web design success, we can get you there.
I liked their branding style and they were very good at listening to the concepts we had spent months developing and did not try to change the direction we were headed.
www.leveltendesign.com   (183 words)

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