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Beginning Game Level Design
Beginning Game Level Design
Date: 19 January 2011, 07:11

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Get ready to conquer the basics of building a strong level or mod
for your games. "Beginning Game Level Design" covers everything
from putting your ideas down on paper, to creating spaces and
architecture, through placing units and scripting their behavior.
You?ll cover each important area of expertise that goes into
creating a great level. As you cover each new topic, use the end-
of-chapter projects to test your newfound skills. "Beginning Game
Level Design" gives you a step-by-step look into the tasks a
successful designer goes through in order to create levels that
keep players coming back for more. About the Author John Feil is a
game industry veteran whose duties have spanned from quality
assurance, to technical writing, and finally to level designer and
designer. He's worked on such titles as Star Wars: Jedi Starfighter
and Star Wars: Battle for Naboo, as well as a host of other Star
Wars titles. Currently, John is a member of the board of
directors for the International Game Developer's Association
(IGDA), and was recently a designer/implementer on Microsoft Game
Studio's cancelled massively multiplayer game, Mythica. Marc
Scattergood has been working in the games industry since 1998. In
that time he has worked in a quality assurance and operations
capacity, as well as level and game design more recently. His
shipped titles include Asheron?s Call, Sudeki, and Zoo Tycoon 2.
Most of that time was spent with Microsoft Game Studios. He
currently is a game designer for Sigil Games Online on the upcoming
MMOG, Vanguard, and was previously working on the now cancelled
MMOG, Mythica as a level designer. He currently resides in Southern
California.

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