- PRINTED EDITION! -
# Intended for amateurs who wish to ‘break into’ the games industry and who are looking for additional information. It’s also for those who are yet undecided... More > on whether or not to pursue a career in the games industry.
# Aims to provide the reader with a honest and objective discourse about the games industry, its pros and cons, and why one would, or would not, want to be active within this industry.
# Interviews with over twenty industry professionals on how they got in, what they like, and what they dislike about the games industry.
# Attempts to provide the reader with answers to some of the most common questions beginners have; such as how much one can expect to earn, the best way to apply to a studio, and what to expect during a job interview. The book will provide the reader with plenty of tips about what to look for when searching for a job.
# Illustrated with exclusive concept art by Romano Molenaar .< Less
This book covers both the visual and artistic side as well as the gameplay aspect of level design. Don’t expect any technical how-to tutorials in this book, this book is about the... More > "why". Rather than writing yet another tutorial/book about how to create a virtual room this book is about how to make that room look cool and play well. Expect tips and techniques as well as explanations of the logic and reasoning behind art and design decisions. How does the gameplay in a level work? What’s the reason this kind of architecture gives this kind of feeling or looks better in situation A or B? Why does this color combination work so well? What kind of floorplan can I best use to improve gameplay and why? What type of sound setup should I use?
The book is well illustrated and offers many examples with pictures, nearly 120 to be exact. The book is intended to be universal.
Extra info: http://www.Hourences.com< Less