

Beschreibung
This book explores the discipline of World Design, also referred to as World Building, within large and small video game studios and outlines the fundamental skill sets required to become a World Builder, covering the theoretical aspects of moving from a conce...This book explores the discipline of World Design, also referred to as World Building, within large and small video game studios and outlines the fundamental skill sets required to become a World Builder, covering the theoretical aspects of moving from a concept to executing a digitally imagined world. Video Game World Design is a practical introduction to the creative discipline of designing immersive digital worlds, or World Building. Aimed at students and aspiring game designers, it explores the skills, tools, and interdisciplinary knowledge needed to create coherent, engaging environments for gameplay. Covering everything from concept development to execution in game engines, the book draws on real-world case studies and insights from industry professionals to offer a clear picture of what it takes to become a successful World Designer. Key features include: Clear definitions of the World Builder role and required skill sets Exploration of complementary fields such as architecture, art, geography, and politics Practical guidance on pre-production methods and collaboration in game development Techniques for building player-centered environments, from map design to props and audio Case studies and interviews offering real-world context and future trends Over 100 color images throughout that support the text and provide visual aids
Autorentext
Michael Salmond is a digital interaction designer, artist and digital theorist. His work has been exhibited and published nationally, internationally and online. He has been practising within the digital medium for over 20 years and currently teaches interaction and digital design at Florida Gulf Coast University, Florida, USA.
Inhalt
1. Definitions
God Mode: Creating a World
Designing Best Practices
2. Complementary Disciplines
Geography
Architecture
Anthropology
3. System Interaction and Research
Topology
Research Methods
4. Player Psychology and Motivation
How Does a Player Learn From Their Environment?
Behavioral Psychology
5. Sketching the Narrative of the World
How the Worlds' Story Unfolds
How the Gameplay Informs the Story
How the World Looks
How the Player Interfaces with the World
6. Collaborative and Multi-disciplinary Processes
Game Designer
Art Director
Production Designer
Environment Artist
Level Designers
Modelers and Animators
Programmers/Systems Designers
Audio/Sound Design
VFX
Lighting Designer
Marketing and Sales
7. Creating a Digital World
Consideration for the World
What if My World is a Spaceship?
The Real World as Analog
Communicating the Environment
8. From Broad Strokes to the Minutiae
Build the Aesthetic
Determining the Sensations of the World
Creating Conflict
9. How the World Sounds
How the World Sounds
Voiceover Work
Outsourcing or In-house Production
Mapping Audio to the World
10. Building the Worlds of the Future
Games are Larger Than Ever
The Future: What is the Future of World Building?
Conclusion
Index
