Game | World | Architectonics
Author | : Marc Bonner |
Publisher | : |
Total Pages | : |
Release | : 2021 |
Genre | : |
ISBN | : 9783968220475 |
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Author | : Marc Bonner |
Publisher | : |
Total Pages | : |
Release | : 2021 |
Genre | : |
ISBN | : 9783968220475 |
Author | : Andri Gerber |
Publisher | : transcript Verlag |
Total Pages | : 347 |
Release | : 2020-03-31 |
Genre | : Architecture |
ISBN | : 3839448026 |
What consequences does the design of the virtual yield for architecture and to what extent can the nature of architecture be used productively to turn game-worlds into sustainable places - over here, in »reality«? This pioneering collection gives an overview of contemporary developments in designing video games and of the relationships such practices have established with the design of architecture. Due to their often simulatory nature, games reveal constructions of reality while positively impacting spatial ability and allowing for alternative avenues to complex topics and processes of negotiation. Granting insight into the merging of the design of real and virtual environments, this volume offers an invaluable platform for further debate.
Author | : Benjamin Beil |
Publisher | : transcript Verlag |
Total Pages | : 364 |
Release | : 2021-11-30 |
Genre | : Social Science |
ISBN | : 3732854213 |
Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced - i.e., in which forms and formats and through which channels we talk (and write) about games - as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text?
Author | : Andrew Rollings |
Publisher | : New Riders Publishing |
Total Pages | : 968 |
Release | : 2004 |
Genre | : Computers |
ISBN | : |
A guide to computer game design, architecture, and management explores the application of design principles, shares the experiences of game programmers, and offers an overview of game development software.
Author | : Friedrich von Borries |
Publisher | : Springer Science & Business Media |
Total Pages | : 496 |
Release | : 2007-09-14 |
Genre | : Architecture |
ISBN | : 376438414X |
Computer and video games are leaving the PC and conquering the arena of everyday life in the form of mobile applications—the result is new types of cities and architecture. How do these games alter our perception of real and virtual space? What can the designers of physical and digital worlds learn from one another?
Author | : Steffen P. Walz |
Publisher | : Lulu.com |
Total Pages | : 384 |
Release | : 2010 |
Genre | : Architecture |
ISBN | : 0557285631 |
“Toward a Ludic Architecture†is a pioneering publication, architecturally framing play and games as human practices in and of space. Filling the gap in literature, Steffen P. Walz considers game design theory and practice alongside architectural theory and practice, asking: how are play and games architected? What kind of architecture do they produce and in what way does architecture program play and games? What kind of architecture could be produced by playing and gameplaying?
Author | : Marc Bonner |
Publisher | : |
Total Pages | : |
Release | : 2021 |
Genre | : |
ISBN | : 9783968220482 |
Author | : Andri Gerber |
Publisher | : Transcript Verlag, Roswitha Gost, Sigrid Nokel u. Dr. Karin Werner |
Total Pages | : 346 |
Release | : 2019-10 |
Genre | : |
ISBN | : 9783837648027 |
What consequences does the design of the virtual yield for architecture and to what extent can architecture be used to turn game-worlds into sustainable places in "reality"? This pioneering collection gives an overview of contemporary developments in designing video games and of the relationships such practices have established with architecture.
Author | : Tom Meigs |
Publisher | : McGraw Hill Professional |
Total Pages | : 386 |
Release | : 2003-06-09 |
Genre | : Computers |
ISBN | : |
Build games with techniques and insights from a pro.
Author | : Christopher W. Totten |
Publisher | : CRC Press |
Total Pages | : 474 |
Release | : 2018-09-03 |
Genre | : Computers |
ISBN | : 1351982923 |
Explore Level Design through the Lens of Architectural and Spatial Experience Theory Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture, providing information useful to both academics and game development professionals. Understand Spatial Design Principles for Game Levels in 2D, 3D, and Multiplayer Applications The book presents architectural techniques and theories for level designers to use in their own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. Create Meaningful User Experiences in Your Games Bringing together topics in game design and architecture, this book helps designers create better spaces for their games. Software independent, the book discusses tools and techniques that designers can use in crafting their interactive worlds.