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An Architectural Approach to Level Design

Author: Christopher W. Totten
Publisher: CRC Press
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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.


Architectural Approach to Level Design

Author: Christopher W. Totten
Publisher: CRC Press
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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. Now in its second edition, An Architectural Approach to Level Design presents architectural techniques and theories for you to use in your 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 that space. It also addresses industry issues like how to build interesting tutorial levels and how to use computer-generated level design systems without losing the player-focused design of handmade levels. Throughout the text, you will learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. FEATURES Presents case studies that offer insight on modern level design practices, methods, and tools Presents perspectives from industry designers, independent game developers, scientists, psychologists, and academics Explores how historical structures can teach us about good level design Shows how to use space to guide or elicit emotion from players Includes chapter exercises that encourage you to use principles from the chapter in digital prototypes, playtesting sessions, paper mock-ups, and design journals Bringing together topics in game design and architecture, this book helps you create better spaces for your games. Software independent, the book discusses tools and techniques that you can use in crafting your interactive worlds.


Level Design

Author: Christopher W. Totten
Publisher: CRC Press
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In this book, veteran game developers, academics, journalists, and others provide their processes and experiences with level design. Each provides a unique perspective representing multiple steps of the process for interacting with and creating game levels – experiencing levels, designing levels, constructing levels, and testing levels. These diverse perspectives offer readers a window into the thought processes that result in memorable open game worlds, chilling horror environments, computer-generated levels, evocative soundscapes, and many other types of gamespaces. This collection invites readers into the minds of professional designers as they work and provides evergreen topics on level design and game criticism to inspire both new and veteran designers. Key Features Learn about the processes of experienced developers and level designers in their own words Discover best-practices for creating levels for persuasive play and designing collaboratively Offers analysis methods for better understanding game worlds and how they function in response to gameplay Find your own preferred method of level design by learning the processes of multiple industry veterans


An Architectural Approach to Instructional Design

Author: Andrew S. Gibbons
Publisher: Routledge
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Winner of the 2014 AECT Design & Development Outstanding Book Award An Architectural Approach to Instructional Design is organized around a groundbreaking new way of conceptualizing instructional design practice. Both practical and theoretically sound, this approach is drawn from current international trends in architectural, digital, and industrial design, and focuses on the structural and functional properties of the artifact being designed rather than the processes used to design it. Harmonious with existing systematic design models, the architectural approach expands the scope of design discourse by introducing new depth into the conversation and merging current knowledge with proven systematic techniques. An architectural approach is the natural result of increasing technological complexity and escalating user expectations. As the complexity of design problems increases, specialties evolve their own design languages, theories, processes, tools, literature, organizations, and standards. An Architectural Approach to Instructional Design describes the implications for theory and practice, providing a powerful and commercially relevant introduction for all students of instructional design.


Embedded Computer Vision

Author: Branislav Kisacanin
Publisher: Springer Science & Business Media
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As a graduate student at Ohio State in the mid-1970s, I inherited a unique c- puter vision laboratory from the doctoral research of previous students. They had designed and built an early frame-grabber to deliver digitized color video from a (very large) electronic video camera on a tripod to a mini-computer (sic) with a (huge!) disk drive—about the size of four washing machines. They had also - signed a binary image array processor and programming language, complete with a user’s guide, to facilitate designing software for this one-of-a-kindprocessor. The overall system enabled programmable real-time image processing at video rate for many operations. I had the whole lab to myself. I designed software that detected an object in the eldofview,trackeditsmovementsinrealtime,anddisplayedarunningdescription of the events in English. For example: “An object has appeared in the upper right corner...Itismovingdownandtotheleft...Nowtheobjectisgettingcloser...The object moved out of sight to the left”—about like that. The algorithms were simple, relying on a suf cient image intensity difference to separate the object from the background (a plain wall). From computer vision papers I had read, I knew that vision in general imaging conditions is much more sophisticated. But it worked, it was great fun, and I was hooked.


On the Move to Meaningful Internet Systems OTM 2009 Workshops

Author: Robert Meersman
Publisher: Springer Science & Business Media
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Internet-based information systems, the second covering the large-scale in- gration of heterogeneous computing systems and data resources with the aim of providing a global computing space. Eachofthesefourconferencesencouragesresearcherstotreattheirrespective topics within a framework that incorporates jointly (a) theory, (b) conceptual design and development, and (c) applications, in particular case studies and industrial solutions. Following and expanding the model created in 2003, we again solicited and selected quality workshop proposals to complement the more “archival” nature of the main conferences with research results in a number of selected and more “avant-garde” areas related to the general topic of Web-based distributed c- puting. For instance, the so-called Semantic Web has given rise to several novel research areas combining linguistics, information systems technology, and ar- ?cial intelligence, such as the modeling of (legal) regulatory systems and the ubiquitous nature of their usage. We were glad to see that ten of our earlier s- cessful workshops (ADI, CAMS, EI2N, SWWS, ORM, OnToContent, MONET, SEMELS, COMBEK, IWSSA) re-appeared in 2008 with a second, third or even ?fth edition, sometimes by alliance with other newly emerging workshops, and that no fewer than three brand-new independent workshops could be selected from proposals and hosted: ISDE, ODIS and Beyond SAWSDL. Workshop - diences productively mingled with each other and with those of the main c- ferences, and there was considerable overlap in authors.


Quality of Software Architectures

Author: Christine Hofmeister
Publisher: Springer Science & Business Media
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This book constitutes the thoroughly refereed post-proceedings of the Second International Conference on the Quality of Software Architectures, QoSA 2006, held in Västerås, Sweden in June 2006, co-located with the 9th International Symposium on Component-Based Software Engineering, CBSE 2006. Coverage includes architecture evaluation, managing and applying architectural knowledge, and processes for supporting architecture quality.


Code Complete

Author: Steve McConnell
Publisher: Pearson Education
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Widely considered one of the best practical guides to programming, Steve McConnell’s original CODE COMPLETE has been helping developers write better software for more than a decade. Now this classic book has been fully updated and revised with leading-edge practices—and hundreds of new code samples—illustrating the art and science of software construction. Capturing the body of knowledge available from research, academia, and everyday commercial practice, McConnell synthesizes the most effective techniques and must-know principles into clear, pragmatic guidance. No matter what your experience level, development environment, or project size, this book will inform and stimulate your thinking—and help you build the highest quality code. Discover the timeless techniques and strategies that help you: Design for minimum complexity and maximum creativity Reap the benefits of collaborative development Apply defensive programming techniques to reduce and flush out errors Exploit opportunities to refactor—or evolve—code, and do it safely Use construction practices that are right-weight for your project Debug problems quickly and effectively Resolve critical construction issues early and correctly Build quality into the beginning, middle, and end of your project


Studies of Software Design

Author: David Alex Lamb
Publisher: Springer Science & Business Media
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This book contains a refereed collection of thoroughly revised full papers based on the contributions accepted for presentation at the International Workshop on Studies of Software Design, held in conjunction with the 1993 International Conference on Software Engineering, ICSE'93, in Baltimore, Maryland, in May 1993. The emphasis of the 13 papers included is on methods for studying, analyzing, and comparing designs and design methods; the topical focus is primarily on the software architecture level of design and on techniques suitable for dealing with large software systems. The book is organized in sections on architectures, tools, and design methods and opens with a detailed introduction by the volume editor.


Architectures for Adaptive Software Systems

Author: Raffaela Mirandola
Publisher: Springer Science & Business Media
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Much of a software architect’s life is spent designing software systems to meet a set of quality requirements. General software quality attributes include scalability, security, performance or reliability. Quality attribute requirements are part of an application’s non-functional requirements, which capture the many facets of how the functional - quirements of an application are achieved. Understanding, modeling and continually evaluating quality attributes throughout a project lifecycle are all complex engineering tasks whichcontinuetochallengethe softwareengineeringscienti ccommunity. While we search for improved approaches, methods, formalisms and tools that are usable in practice and can scale to large systems, the complexity of the applications that the so- ware industry is challenged to build is ever increasing. Thus, as a research community, there is little opportunity for us to rest on our laurels, as our innovations that address new aspects of system complexity must be deployed and validated. To this end the 5th International Conference on the Quality of Software Archit- tures (QoSA) 2009 focused on architectures for adaptive software systems. Modern software systems must often recon guretheir structure and behavior to respond to c- tinuous changes in requirements and in their execution environment. In these settings, quality models are helpful at an architectural level to guide systematic model-driven software development strategies by evaluating the impact of competing architectural choices.