About the book:
The 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/book 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 reasoning behind art and design decisions. 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?
It targets the mod communities of action games such as the HL,UT and Quake communities and it aims to help them with the gameplay and visual design of their levels/virtual worlds. The book will go on sale in a printed and digital PDF edition and is entirely self published and thus only available online.
More info can be found on Book.Hourences.com
About the author:
The author is a Dutch/Belgian level designer, active both in the mod community as professionally in the games industry. He started around 1999/2000 and since then he has made dozens of free levels for the mod communities, worked on various of well known mods and worked for a range of game studios on several gametitles including Epic Games, Guerrilla Games, Digital Extremes, Khaeon Games, and so on. For Epic Games he has worked on UT2004 for which he made a number of levels including the two very popular demo levels DM Rankin and ONS Torlan. More details can be found on his portfolio site ( Portfolio.hourences.com )
The book is entirely self funded and published and is not yet released, this is merely the announcement.
Advertisement is not allowed on the front page. This will however end up in the upcoming Mod News Roundup :)