2010年04月06日

レベルデザイン

Twitterでレベルデザインの話題で盛り上がりましたので、出てきた資料をまとめてみました。

シーズン 1 エピソード 18: BioShock 2: Level Designer (Art Of The Game Part 5 of 5) S03E05



【GDC2010】
GDC 2010 - Level Design in a Day. Summary & Introduction: Coray Seifert, Game Designer, Kaos Studios | THQ Inc.
http://www.slideshare.net/LevelDesigninaDay/gdc-2010-level-design-in-a-day

GDC 2010 - Level Design in a Day Part 1. Preproduction: Ed Byrne, Creative Director, Zipper Interactive
http://www.slideshare.net/LevelDesigninaDay/gdc-2010-level-design-in-a-day-part-1-preproduction-ed-byrne-creative-director-zipper-interactive

GDC 2010 - Level Design in a Day Part 2. Level Designers, Core Space Creation and Level Flow: Matthias Worch, Senior Level Designer, Visceral Games
http://www.slideshare.net/LevelDesigninaDay/gdc-2010-level-design-in-a-day-part-2-level-designers-core-space-creation-and-level-flow-matthias-worch-senior-level-designer-visceral-games

GDC 2010 - Level Design in a Day Part 3. Tools: Making a Better Game: Jim Brown, Lead Level Designer, Epic Games
http://www.slideshare.net/LevelDesigninaDay/gdc-2010-level-design-in-a-day-part-3-tools-making-a-better-game-jim-brown-lead-level-designer-epic-games

GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage
http://www.slideshare.net/LevelDesigninaDay/gdc-2010-level-design-in-a-day-part-4-cover-object-placement-multiplayer-level-balancing-neil-alphonso-lead-designer-splash-damage

GDC 2010 - Level Design in a Day Part 5. Production - The Thrilling World of Workflow: Forrest Dowling, Lead Multiplayer Level Designer, Kaos Studios | THQ Inc.
http://www.slideshare.net/LevelDesigninaDay/gdc-2010-level-design-in-a-day-part-5-production-the-thrilling-world-of-workflow-forrest-dowling-lead-multiplayer-level-designer-kaos-studios-thq-inc

GDC 2010 - Level Design in a Day Part 6. Level designer, Storyteller: Joel Burgess, Senior Designer, Bethesda Game Studios
http://www.slideshare.net/LevelDesigninaDay/gdc-2010-level-design-in-a-day-part-6-level-designer-storyteller-joel-burgess-senior-designer-bethesda-game-studios


SlideShareで"GDC 2010"を検索



【IGDA GDC2010報告会の資料】
ビジュアルアーツ系セッションから
「技術ではなく"手法"?」
http://dl.dropbox.com/u/5965077/gdc2010/VA_report.pdf




【サイト】

[LEVEL-DESIGN.ORG]
http://level-design.org/


[World of Level Design.com]
http://www.worldofleveldesign.com/
100 Level Design Ideas and Locations
http://www.worldofleveldesign.com/categories/level_design_tutorials/100_level_design_ideas/100_level_design_ideas_and_locations.php

ちなみに、このページの、右の方にあるフォームにメルアド入れると、80Pの「11日でレベルデザイン」って電子書籍がただで貰えるそうです。
(情報提供:@gungurionさん)




【書籍】

レベルデザイナーになる本 ー夢中にさせるゲームシーンを作成するー (大型本)



本書は、ゲームストーリーを考え、オリジナルのプレイマップを作成し、敵や障害を配置し、テストを繰り返して仕上げていくというレベルデザイナーの仕事を、Epic GameのUnrealEngine2 Editorのデモ版を使い、実体験します。自らのアイデアをゲームに組み込みたい人、レベルデザイナーを目指す人、ゲーム制作現場ですぐに使えるヒントやアドバイスを参考にしたいプロフェッショナル、ゲーム学科の学生にとって最適な入門書です。



Level Design for Games: Creating Compelling Game Experiences (New Riders Games) (ペーパーバック)



At the heart of any great computer game are expertly designed levels: the locales and stages that define gameplay. And at the core of any strong game development team are the level designers: the people who create the spaces and environments that you move through while playing the game. And because level design doesn’t require a fine arts or programming degree, it’s one of the best avenues into a career in game development. Level Design for Games: Creating Compelling Game Experiences is the definitive guide to level design, both for aspiring game developers, and for industry pros looking for practical, best-practice tips and advice.

With over ten years of experience with some of the industry’s top developers, Phil Co starts the reader at the very beginning of the
game development process, explaining the level designer’s role in the all-important preproduction phase. Co then moves into the
production phase, using a fictional level to demonstrate how to create and refine your level.

Packed with screenshots, diagrams, and real-world examples, this book gives you all the tools you need to build your own professional-grade
level, including level narratives, descriptions, diagrams, and templates. Chapter assignments help you practice what you’ve learned, and the demo of Epic’s UnrealEngine2 Editor (UnrealEd), included on the companion CD-ROM, gives you hands-on experience
with an industry-standard tool.

Phil Co has a degree in architecture from the University of Virginia but opted instead for a career in video games. Starting out as a tester at SEGA, he’s been a level designer since 1996 for some of the best-regarded game developers in the industry, including Cyclone Studios, Blizzard, and Valve Software, makers of the hugely popular “Half-Life” series. Phil lives in Seattle with his wife and son.


“Anyone interested in a level design career should read this book. Phil does an excellent job covering all
the aspects of level design across several game genres.”
—Rob Pardo, Vice President of Game Design,
Blizzard Entertainment

“An indispensable guide to the theory, process, and practice of level design.”
—Robin Walker, Designer, Valve Software

“This book contains a wealth of valuable information for anyone
interested in Level Design. It is one of the few books I would
recommend to my gaming students.”
—Todd Robinson, Game Design Instructor,
Academy of Art University, San Francisco





Mastering Unreal Technology, Volume I: Introduction to Level Design with Unreal Engine 3 (ペーパーバック)
Jason Busby (著), Zak Parrish (著), Jeff Wilson (著)
Sams; 1 Pap/DVD版 (2009/7/31)



Mastering Unreal Technology, Volume I: Introduction to Level Design with Unreal Engine 3 is your start-to-finish guide to modding and level design with the world’s hottest new gaming engine: Unreal Engine 3. Here’s everything you need to know to jumpstart your skills and create stunning new content and games for consoles and PCs alike! Your authors aren’t just the world’s #1 Unreal game development trainers: They’ve even built the training modules that shipped with Unreal Tournament 3: Limited Collector’s Edition. Now, working with the full cooperation of Unreal Engine 3’s creators, Epic Games, they introduce every facet of game development–from simple level creation to materials, lighting, and terrain...even advanced level optimization and streaming!

Packed with tips, hands-on tutorials, and expert techniques, Mastering Unreal Technology, Volume I is all you need to create levels that look spectacular and work brilliantly...levels that gamers just can’t stop playing!

You’ll find expert tips on

Understanding the game development process from start to finish
Planning projects for greater efficiency, faster delivery, and better quality
Crafting worlds with stunning beauty and clarity
Bringing amazing realism to characters, objects, and props
Making the most of Unreal Engine 3’s massively upgraded lighting system
Scripting complex gameplay quickly and easily with Unreal Kismet
Building animated game assets with Unreal Matinee
Testing game performance during live gameplay
Optimizing levels by improving the interaction between lights and surfaces
Using advanced level streaming to create vast, rich, highly playable levels



Mastering Unreal Technology, Volume II: Advanced Level Design Concepts with Unreal Engine 3 (ペーパーバック)
Jason Busby (著), Zak Parrish (著), Jeff Wilson (著)
Sams; 1 Pap/Cdr版 (2009/10/2)



Mastering Unreal Technology, Volume II: Advanced Level Design Concepts with Unreal Engine 3 is your start-to-finish guide to state-of-the-art Unreal Tournament 3 modding and level design. Here’s everything you need to know to take your game design skills to the next level, creating content with breakthrough depth and interactivity! Your authors aren’t just the world’s #1 Unreal game development trainers: They’ve built the training mods that shipped with Unreal Tournament. Now, working with the full cooperation of Unreal Engine 3’s creators, Epic Games, they introduce innovative, pro-quality techniques you’ll find nowhere else: outstanding solutions for everything from particle effects to physics, materials to cinematics. Packed with tips, hands-on tutorials, and expert insight, Mastering Unreal Technology, Volume II will help you take Unreal Tournament 3 and Unreal Engine 3 to the limit...and then blow right by it!

You’ll find expert tips on

Creating advanced materials that leverage the full power of UnrealEd’s Material Editor
Bringing levels to life with objects affected by gravity, collisions, and player influence
Creating fire, smoke, sparks, and more with Unreal Engine 3’s particle effects system
Building custom user interfaces, including Heads-Up Displays (HUDs) that update constantly
Using SoundCues to mix, modulate, crossfade, and attenuate sounds
Generating real-time camera-based effects, including depth of field, motion blur, and color adjustment
Using post process effects to quickly transform a scene’s look and feel without changing existing materials or textures
Animating characters and vehicles that move with unprecedented realism
Creating in-game cinematics that develop your characters and move your story forward



Mastering Unreal Technology, Volume III: Introduction to UnrealScript with Unreal Engine 3 (ペーパーバック)
Jason Busby (著), Jeff Wilson (著), David Owens (著)
Sams; 1版 (2010/1/8)



Mastering Unreal Technology, Volume III: Introduction to UnrealScript with Unreal Engine 3 helps game developers take full advantage of UnrealScript to build powerful new games, and shows modders how to use UnrealScript to extend existing games in ways their creators never imagined. The only start-to-finish UnrealScript tutorial, it's authored by the world's leading Unreal Engine game development trainers, in close collaboration with Epic Games, the creator of Unreal Engine. The authors teach through real-world examples and sample code, not oversimplified theoretical exercises. Their start-to-finish coverage includes: " Understanding what UnrealScript can do in new games, and how it can be used to mod existing games " Working with UnrealScript classes, variables, operators, expressions, functions, control statements, and loops " Making the most of the UnrealScript preprocessor " Working with advanced UnrealScript features, including iterators, states, delegates, interfaces, and replication " Applying object-oriented techniques in the UnrealScript environment For professional game designers, independent modders, and students seeking a route into the game development industry, Mastering Unreal Technology, Volume III: Introduction to UnrealScript with Unreal Engine 3 will be simply indispensable.



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