Sjoerd
"Hourences" De Jong is a successful Level and Environment Artist which has won
numerous prizes as well as worked with top studios such as Epic Games, Digital
Extremes, Streamline Studios, Webzen, Prophecy Games and Psyonix. In his book
"The Hows and Whys of Level Design", Mr. De Jong tackles all aspects of level
design and gives young and upcoming artists an insight on the workflow and methods
of creating convincing, entertaining and original levels. To more experienced
artists it gives a new and refreshing perspective for your work.
Game-Artist.Net
staff members requiem2d & doylle
have enjoyed this book very much and found it of great benefit. For this reason
we have also decided to promote this book here, to make it even better, at a
$2 discount over the normal price (is now EURO 13.00 !).
With its 117 pages and 120 images it's a small bible for all level designers
out there.

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 "why". Rather than writing yet another tutorial 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 theory behind design. 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 divided into three major parts plus two smaller independent chapters
at the end: Design, Gameplay and Art plus an Example and an Interview chapter.
All three major parts consist of multiple extensive chapters. Starting with
an introduction each covers each aspect in a chapter: Floorplans, Sounds, Texturing,
Lighting and so on.
The book is well illustrated and offers many examples with pictures, nearly
120 to be exact. The book is intended to be universal. Most of the information
can be applied to a wide range of games and different genres, gametypes, themes
etc. Hourences tried to cover and support as many different types as possible
but as he personally has most experience in 3D action games and FPS shooters
one can expect most of the focus to be on those; especially regarding Gameplay.
In general this book is meant for what Hourences calls "modern" games, not,
for example, 2D games.
Hourences wrote this book to fill up the empty hole of "Why" tutorials and books.
Most tutorials only explain the technical steps on how to make something but
knowing the design side - how to make something look or play well - is just
as important to know, if not more. Even a monkey could be taught how to operate
a certain program and create 3D objects, but no one could teach it how to make
it look and feel nice or play well. That’s where the difference lays.
This book evolved out of a few free tutorials Hourences wrote years ago for
the Unreal level design community and after countless rewrites and additions
he decided to listen to people's advice and turn it into a book.
Price:
€13.00 EUR (roughly $17.00-18.00 USD)
Purchase
is handled by http://www.e-junkie.com/,
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Content
& More Information
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.
| Index
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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