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Game/Level Design books

  • Kilrogg
  • October 16, 2006 at 11:09 PM
  • blackdog
    • December 8, 2016 at 9:25 PM
    • #21

    Agreed @Pampers, in general is like that for digital creatives I think.

    But I was wondering if there was starting to be some agreed common fundamentals principles. like in web design grids or colour theory are things that won't go out of date because of technology.

    There's a lot to be excited at the moment but feels like you either make maps for CS/HL2 or make a game in UE4/Unity. I didn't have a decent computer when Crysis 2 had a scene, and I don't think people got interested in FC4.

  • Sentura
    • December 8, 2016 at 10:27 PM
    • #22
    Quote from (HP)

    19 hours ago, (HP) said: That link is dead @Sentura, can you attach it to your post instead? I'd be curious to check it out.

    Hard to find mirrors for articles like these, but you can try downloading it as a PDF from here: https://www.researchgate.net/publication/22…world_designers

    Quote from Squad

    12 hours ago, Squad said: Link works for me. If it still doesn't work, I uploaded it on dropbox, maybe that works better.

    Couldn't get your dropbox to work. Maybe permissions are wrong?

  • Squad
    • December 8, 2016 at 10:50 PM
    • #23
    Quote from Sentura

    21 minutes ago, Sentura said: Hard to find mirrors for articles like these, but you can try downloading it as a PDF from here: https://www.researchgate.net/publication/22…world_designers

    Couldn't get your dropbox to work. Maybe permissions are wrong?

    That's weird.

    Anyway, I made a public folder which should work for everyone, including people without a Dropbox account. Here's the link. Hope this works :)

    Quote from blackdog

    1 hour ago, blackdog said: Agreed @Pampers, in general is like that for digital creatives I think.

    But I was wondering if there was starting to be some agreed common fundamentals principles. like in web design grids or colour theory are things that won't go out of date because of technology.

    Seems like The Hows and Whys of Level Design by Hourences would be a good choice in that regard, as FrieChamp suggested earlier. I'm actually planning on getting them myself in the near future :)

  • Sentura
    • December 8, 2016 at 10:57 PM
    • #24
    Quote from Pampers

    11 hours ago, Pampers said: Imho books are the worst medium to learn from studying anything gamedev related. By the time they get to print, they are already outdated. Never used one in my life

    audio books tho

  • blackdog
    • December 9, 2016 at 6:01 AM
    • #25
    Quote from Sentura

    7 hours ago, Sentura said: audio books tho

    Audio books are the worst thing ever for me. I can't concentrate if I'm doing something else, would only work if I was working with Photoshop for art, when I used to do photo manipulation I would listen to podcasts, but otherwise I either focus on what I'm doing it the listening.

    ~

    Send like it would be good if we had a Mapcore Google drive that the admin could use for resources

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