Teaching games level design using the StarCraft II Editor

Level design is often characterised as 'where the rubber hits the road' in game development. It is a core area of games design, alongside design of game rules and narrative. However, there is a lack of literature dedicated to documenting teaching games design, let alone the more specialise...

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Bibliographic Details
Published in:Journal of learning design Vol. 6; no. 2; pp. 12 - 25
Main Author: Sweetser, Penelope
Format: Journal Article
Language:English
Published: Queensland University of Technology 01.01.2013
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ISSN:1832-8342, 1832-8342
Online Access:Get full text
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Summary:Level design is often characterised as 'where the rubber hits the road' in game development. It is a core area of games design, alongside design of game rules and narrative. However, there is a lack of literature dedicated to documenting teaching games design, let alone the more specialised topic of level design. Furthermore, there is a lack of formal frameworks for best practice in level design, as professional game developers often rely on intuition and previous experience. As a result, there is little for games design teachers to draw on when presented with the opportunity to teach a level design unit. In this paper, the author discusses the design and implementation of a games level design unit in which students use the StarCraft II Galaxy Editor, reflect upon her experiences with respect to student feedback and peer reviews, and outlines her plans for improving the unit in years to come. [Author abstract]
Bibliography:Refereed article. Includes bibliographical references.
Journal of Learning Design; v.6 n.2 p.12-25; 2013
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ISSN:1832-8342
1832-8342
DOI:10.5204/jld.v6i2.120