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Introduction to Level Design for PC Games

Introduction to Level Design for PC Games

List Price: $39.95
Your Price: $27.17
Product Info Reviews

<< 1 >>

Rating: 1 stars
Summary: Fluffy, no substance
Review: "Level Design using gmax" would have been a much better title. I was expecting a book that covered general theory of level design. Instead, this book is focused entirely on gmax. That isn't a bad thing, but it is not what the title implies. The book consists of 1 chapter breezing over design, 1 chapter on architecture, and then 6 chapters of gmax, with one chapter of photoshop in the middle.. The final chapter covers careers in the game industry.

The book is full of fluff and padding. For example, the book is written specifically for multiplayer, 3D FPS levels, which makes the book useless to anyone interested in any other kind of game. Despite this, the author wastes pages explaining all the types of pc games out there, from 2d to rpg to sims. The last chapter has interviewing tips, like not to lie on your application and sending the thank-you note after an interview. Gee, thanks, but I have a book on resumes. How about some design tips?

This book desperately needed an editor. The author meanders around with no purpose, and repeats the same information 2 pages later. "Mod" is defined at least three times in the first chapter, and he repeatedly explains how people who make levels for games are called "level designers" or "modders". The same Frank Lloyd Wright picture is used in multiple chapters. I laughed out loud on page xxi of the introduction, where the publisher printed the author's notes ("Maybe think about how this quote is a great "hook" to get the reader interested, I know it is in a later chapter (11) but maybe it could be deleted there or not. This quote validates the Level Designer as an up and coming desired position. I think it is better in the front end than the back end to the casual bookstore browser." Finally something useful in the book, even if it is on selling lame game design books, not on level design.

Charles River Media usually puts out good, solid books with a lot of valuable information. They should be ashamed of this one.

Rating: 1 stars
Summary: Fluffy, no substance
Review: "Level Design using gmax" would have been a much better title. I was expecting a book that covered general theory of level design. Instead, this book is focused entirely on gmax. That isn't a bad thing, but it is not what the title implies. The book consists of 1 chapter breezing over design, 1 chapter on architecture, and then 6 chapters of gmax, with one chapter of photoshop in the middle.. The final chapter covers careers in the game industry.

The book is full of fluff and padding. For example, the book is written specifically for multiplayer, 3D FPS levels, which makes the book useless to anyone interested in any other kind of game. Despite this, the author wastes pages explaining all the types of pc games out there, from 2d to rpg to sims. The last chapter has interviewing tips, like not to lie on your application and sending the thank-you note after an interview. Gee, thanks, but I have a book on resumes. How about some design tips?

This book desperately needed an editor. The author meanders around with no purpose, and repeats the same information 2 pages later. "Mod" is defined at least three times in the first chapter, and he repeatedly explains how people who make levels for games are called "level designers" or "modders". The same Frank Lloyd Wright picture is used in multiple chapters. I laughed out loud on page xxi of the introduction, where the publisher printed the author's notes ("Maybe think about how this quote is a great "hook" to get the reader interested, I know it is in a later chapter (11) but maybe it could be deleted there or not. This quote validates the Level Designer as an up and coming desired position. I think it is better in the front end than the back end to the casual bookstore browser." Finally something useful in the book, even if it is on selling lame game design books, not on level design.

Charles River Media usually puts out good, solid books with a lot of valuable information. They should be ashamed of this one.

Rating: 1 stars
Summary: don't be fooled by the title
Review: ...There is very little info. about design in this book, and what is here is nothing specific. Chapter 1 is an overview of design info., chapter 2 an overview of building architecture info. 7 of the remaining 9 chapters are a gmax tutorial or about using gmax, 1 chapter is a photoshop tutorial, and 1 chapter is about careers in the gaming industry ( I guess the book wasn't thick enough and they needed to add pages ). If you are interested in a book about using gmax, possibly look here, but I don't think it is worth the full price. There are many online gmax resources/tutorials available for free, and other books devoted to gmax if you need a hard copy. If you are looking for detailed case studies of the 'whys' of level DESIGN, look somewhere else.

Rating: 2 stars
Summary: Very weak
Review: First, a bit on where I come from. I've been mapping for games such as Descent, FreeSpace, Red Faction, and Unreal Tournament as a hobbyist since 1997. There are very few books written on the subject of level design and so any book with the pontifical title of "Introduction to Level Design" would catch my attention. Sadly, this is a text that simply isn't worth your time.

The majority of the book is a tutorial to gMax, a stripped-down version of discreet's 3D Studio Max software. This is bookended by discussions on the theory and then jobs in the industry.

It's in the former section that the book loses all credibility. Here are a few choice quotes:

(pg. xviii) "If you want to make game levels that many others will enjoy, you must make multiplayer levels. There is not a good market for single player levels, mainly due to the fact that they have little replay value." [This might be true for the hobbyist, however a map designer interested in breaking into the industry, of whom this book tries to appeal, simply must have several single player levels under his/her belt. Single player levels are more demanding, requiring cohesive stories, scripting, and usually more convincing architecture. Not to mention that there are still far, far more single player games on the market than multiplayer-oriented ones.]

(pg. xxi) "Probably the best way to get a job creating levels is exposure. One was is creating levels and posting them on the various game sites. The forums give feedback and encouragement to the novice designers. Maybe think about how this quote is a great 'hook' to get the reader interested, I know it is in a later chapter (11) but maybe it could be deleted there or not. This quote validate the Level Designer as an up and coming desired position. I think it is better in the front end than the back end to the casual bookstore browser." [Yes, this was a sloppy editing comment that was not removed from the final version of the book. Alarms go off because of this blatant error in the Introduction. Was this book even edited?]

(pg. 9) "Building a great level is truly just lots of trial and error and a little talent." [Baloney. There is a huge amount of artistic and modeling talent behind the best levels. It is not a crap shoot that makes a great level, it is skilled design.]

Here's my advice. Build levels and build them well. Voraciously seek feedback and advice from others in the mapping community and implement their suggestions wisely. In this way you get better. No book can tell you how to design good levels just as no book can tell you how to write the next great American novel. These are learning experiences that you must learn and discover for yourself. There exist forums on the Internet for every major gaming community. Other mappers are more than willing to help newcomers, so seek their advice! This entire journey of improvement and discovery is precisely what makes map design such a fascinating hobby!

Unfortunately, Mr. Clayton's background seems to limit him to 3DS Max modeling. As a result, this book is a simplistic treatment on the ins and outs of gMax. It is clear that the actual level design process sorely lacks detailed explanation. In other words, this book is predominantly a modeling tutorial disguised as level design tutorial. But pretty models do not make a good map. A solid foundation in gameplay fundamentals is crucial to complement the visuals. Sadly, Mr. Clayton's book is sorely lacking in that regard.

Rating: 2 stars
Summary: Very weak
Review: First, a bit on where I come from. I've been mapping for games such as Descent, FreeSpace, Red Faction, and Unreal Tournament as a hobbyist since 1997. There are very few books written on the subject of level design and so any book with the pontifical title of "Introduction to Level Design" would catch my attention. Sadly, this is a text that simply isn't worth your time.

The majority of the book is a tutorial to gMax, a stripped-down version of discreet's 3D Studio Max software. This is bookended by discussions on the theory and then jobs in the industry.

It's in the former section that the book loses all credibility. Here are a few choice quotes:

(pg. xviii) "If you want to make game levels that many others will enjoy, you must make multiplayer levels. There is not a good market for single player levels, mainly due to the fact that they have little replay value." [This might be true for the hobbyist, however a map designer interested in breaking into the industry, of whom this book tries to appeal, simply must have several single player levels under his/her belt. Single player levels are more demanding, requiring cohesive stories, scripting, and usually more convincing architecture. Not to mention that there are still far, far more single player games on the market than multiplayer-oriented ones.]

(pg. xxi) "Probably the best way to get a job creating levels is exposure. One was is creating levels and posting them on the various game sites. The forums give feedback and encouragement to the novice designers. Maybe think about how this quote is a great 'hook' to get the reader interested, I know it is in a later chapter (11) but maybe it could be deleted there or not. This quote validate the Level Designer as an up and coming desired position. I think it is better in the front end than the back end to the casual bookstore browser." [Yes, this was a sloppy editing comment that was not removed from the final version of the book. Alarms go off because of this blatant error in the Introduction. Was this book even edited?]

(pg. 9) "Building a great level is truly just lots of trial and error and a little talent." [Baloney. There is a huge amount of artistic and modeling talent behind the best levels. It is not a crap shoot that makes a great level, it is skilled design.]

Here's my advice. Build levels and build them well. Voraciously seek feedback and advice from others in the mapping community and implement their suggestions wisely. In this way you get better. No book can tell you how to design good levels just as no book can tell you how to write the next great American novel. These are learning experiences that you must learn and discover for yourself. There exist forums on the Internet for every major gaming community. Other mappers are more than willing to help newcomers, so seek their advice! This entire journey of improvement and discovery is precisely what makes map design such a fascinating hobby!

Unfortunately, Mr. Clayton's background seems to limit him to 3DS Max modeling. As a result, this book is a simplistic treatment on the ins and outs of gMax. It is clear that the actual level design process sorely lacks detailed explanation. In other words, this book is predominantly a modeling tutorial disguised as level design tutorial. But pretty models do not make a good map. A solid foundation in gameplay fundamentals is crucial to complement the visuals. Sadly, Mr. Clayton's book is sorely lacking in that regard.

Rating: 1 stars
Summary: The entire book screams 'Amateur'
Review: I think the general concensus of the body of reviews here is pretty much spot on.

I am a student studying game design at University and I had hoped this book would offer some insight into Level Design.

Unfortunately the book reads like something a tweleve year old would write for school and panders to its target audience (presumably teenage boys) by using phrases like:

"Some levels that are moderately easy to create in a short period of time would be a Quake, Doom, or Unreal level. They area all about being cool and have nothing to do with story"

"they are all about being cool" - did an author REALLY write something like that? Shame on you!

It is grammatically hideous and absolutely superficial with regard to level design. The book frequently contradicts itself and whilst I can only assume it offers good tips on using GMax, it offers absolutely no insight into making levels fun.

None of the opinions are backed up:

"It is important to create intelligent systems of programming where several solutions are available to the player." Is it? why?

"Try to design levels for combat in all areas." Really? why? is the initial level of half life (VERY little combat) not a good level? Do the 'quiet' areas of levels not increase suspense.

If you want to learn GMax, this book may be suitable - I use XSI, I never read the 'tutorials' on GMax.

If you want to learn about level design, look elsewhere. I think I probably LOST a few IQ points reading the book. I feel dumber already.

Rating: 1 stars
Summary: Fluffy, no substance
Review: Unlike the last review done by the assistant manager for a Hardee's, I found the book to be very informative. Introduction to is just that. The book starts out with some good preparation methods on how to plan the design of the game, then goes into some architectual theory and fundamentals.
Most games done by novices look like a novice did them totally missing the basics of design all together. They think the sizzle is in the programming(like Mr.Hardee's). Level design is about the way the game looks and feels, not totally code. (If you look up qualifications for a level designer, they want Max or Maya and Photoshop then some C++ ablities. )The gmax chapters were a good crash course on "Baby 3DSM", I use the daddy version -3D Studio Max , and found the gMax looked and operated very similar, way to go Discreet! The Photoshop tutorials were informative and good for some quick textures, the best textures are the real ones though. The Careers chapter was informative and gave me a little more knowledge about salaries and expectations. Good Job Andy! The book was worth it!

Rating: 4 stars
Summary: Webgun -stick to programming art is not for you!
Review: Unlike the last review done by the assistant manager for a Hardee's, I found the book to be very informative. Introduction to is just that. The book starts out with some good preparation methods on how to plan the design of the game, then goes into some architectual theory and fundamentals.
Most games done by novices look like a novice did them totally missing the basics of design all together. They think the sizzle is in the programming(like Mr.Hardee's). Level design is about the way the game looks and feels, not totally code. (If you look up qualifications for a level designer, they want Max or Maya and Photoshop then some C++ ablities. )The gmax chapters were a good crash course on "Baby 3DSM", I use the daddy version -3D Studio Max , and found the gMax looked and operated very similar, way to go Discreet! The Photoshop tutorials were informative and good for some quick textures, the best textures are the real ones though. The Careers chapter was informative and gave me a little more knowledge about salaries and expectations. Good Job Andy! The book was worth it!

Rating: 1 stars
Summary: don't be fooled by the title!
Review: What a rip-off. There is very little info. about design in this book, and what is here is nothing specific. Chapter 1 is an overview of design info., chapter 2 an overview of building architecture info. 7 of the remaining 9 chapters are a gmax tutorial or about using gmax, 1 chapter is a photoshop tutorial, and 1 chapter is about careers in the gaming industry ( I guess the book wasn't thick enough and they needed to add pages ). If you are interested in a book about using gmax, possibly look here, but I don't think it is worth the full price. There are many online gmax resources/tutorials available for free, and other books devoted to gmax if you need a hard copy. If you are looking for detailed case studies of the 'whys' of level DESIGN, look somewhere else.


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