The first half of the book is split into three major
parts: Design, Gameplay, and Audio-Visuals.
Design covers the entire pre-production process: the
initial design, the concept, planning the assets, and
any problems one might face. Gameplay focusses on both
multiplayer and singleplayer gameplay. What elements
they are made of, what kind of design decisions can
ruin or support the fun in a level, how to add much
needed depth in gameplay, and so on. Audio-Visuals is
aimed at helping the reader on any audio-visual
subject. It covers a whole range of topics from
geometry and architecture, to lighting, texturing,
composition, natural environments, and so on.
The second half of the book consists of an example chapter and an
interview chapter. The example chapter talks the reader through
the process the author went through while making two UT2004 levels
and addresses the reasoning and explanations behind certain decisions
made. The interview chapter contains several interviews with established
industry people who have worked on titles such as Quake 4, Tom Clancy’s
Splinter Cell: Chaos Theory, F.E.A.R. Extraction Point, the Unreal
games, Huxley and so on. Every interviewee speaks on their topic
of choice: One talks about his view on environmental texturing while
another shares his vision on gameplay in levels. More info on the
interviewees can be found in the FAQ.
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Table Of Contents
About this book
About the author
Design
Introduction
The creation of a new world
The Checklist
The Dead Forest Example
The Thawing World Example
The Redkin Example
The Floorplan
Starters trouble
Success and efficiency
The dangers of trying to be original
Originality continued
Clichés
Middle situations
Gameplay
General
Introduction
Universal basics
Multiplayer
Basics
Floorplans
Items and weapons
Traps and physics
Importance of sound
Final words
Singleplayer
Basics
AI placement
Events and depth
Floorplan and landmarks
Interactivity, motion, traps and items
Final words
Audiovisuals
Introduction
Composition
Introduction
Basics
Keeping your eyes on the path
Composition in nature and the power of movement
Atmosphere trough composition
Lighting
Geometry and Architecture
Introduction
Composition and basics
Unity and connectivity
Cubes and finesse
Weight and balance
Thematic detail
Terrain and Natural Landscapes
Introduction
Terrain
Terrain texturing
Rocks
Horizon
The sky
Textures and materials
Introduction
Basics
Colors
Lighting
Introduction
The source
Lighting Composition
Black and white
Colors
Colors continued: composition and choices
Texturing and lighting
Realism and the excuse
Sound
Introduction
Usage
Sound variation and pitch
The power and strength
Immersion and Atmosphere
Introduction
Basics
History and size
Movement
Details and clichés
Story and depth
Immersion and depth in Multiplayer.
Level examples
Sae
The start
The floorplan and Gameplay
Geometry
Texturing
Lighting
Theme, sound, atmosphere, styling and special FX
Final words
Redkin
The start
The foorplan and Gameplay
Geometry
Texturing
Lighting
Theme, sound, atmosphere, styling and special FX
Final words
Interviews
Cedric Fiorentino ("Inoxx") – Level Design In
General
Rogelio Olguin ("Desperado2") – Level Design
In General
Andrew Weldon ("KunfuSquirrel")– Singleplayer
Gameplay
Tom Hanrahan ("Blitz") - Architecture
Daniel Luka ("Kleinluka") - Texturing
Matthew Florianz - Sound
The Conclusion
Credits and Thanks
Copyrights and Permissions
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