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Level (video games)

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1470:(also spelled mini-game or mini game, sometimes called a subgame or microgame) is a short video game often contained within another video game, and sometimes in application software or on a display of any form of hardware. A minigame contains different gameplay elements than the main game, may be optional, and is often smaller or more simplistic than the game in which it is contained. Minigames are sometimes also offered separately for free to promote the main game. Some minigames can also be bonus stages or secret levels. They are distinguishable from levels in that a level is an environment bound to a set of mechanics and rules that all defines all other normal levels in a game, whereas a minigame can use different rules and playstyles but may not necessarily be set in a different environment. 273: 1202:(SSDs), and larger amounts of memory, game developers have been able to take advantage of continuously loading new level assets – models, textures, and audio – into the computer or console's memory as the player approaches the edge of one level and the start of a new one. This can effectively make the transition from one level to another level appear to be seamless and avoid the use of loading screens. This is known as level streaming or in-game streaming, and is often used for 250: 1322: 1333: 88: 991: 135: 905: 1525:. Bonus stage either have no enemies or hazards, or replace the normal penalties for being struck by enemies or hazards with simply being thrown out of the bonus stage. Many bonus stages need to be activated or discovered in some manner, or certain conditions must be satisfied to access them. Otherwise, they appear after the player has completed a certain number of regular stages. 47: 1407:. Developing a level editor takes a lot of time; it is more time- and cost-efficient to release multiple games using the same engine instead of developing a new engine and level editor for each game. As level editors generally allow for limited game-development work, to make larger changes to a game than simply adding new levels, a 1206:
games to give the perception of a fully-interconnected space. There are often tricks used to give the computer hardware sufficient time to load the assets for the next area. The player's speed may be reduced, while story cues are presented to draw the player's attention. The player may be required to
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In some cases, specific mapping tools can be designed to automatically detect problems such as falling "outside" a level, and reaching "stuck" areas. Careful level designers run these tools as the last step before releasing a new version of a level. In most cases, the best way to improve a map is by
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Level design for each individual level in a modern game typically starts with concept art, sketches, renderings, and physical models. Once completed, these concepts transform into extensive documentation, environment modeling, and the placing of game specific entities (actors), usually with the aid
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Levels may be designed to force the players to explore the map and advance. Most Real-Time Strategy maps give each player a starting base, but will have resource distribution and terrain features designed to draw players out of their base and engage each other. Teamplay maps can provide noticeable
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in some older games) is any space available to the player during the course of completion of an objective. Video game levels generally have progressively increasing difficulty to appeal to players with different skill levels. Each level may present new concepts and challenges to keep a player's
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are sometimes developed to explore selected features of gameplay, such as sniping or fist fighting. While they are briefly useful to level designers and interesting to experienced players, they are usually not included in final list of levels of the game because of their limited replay value.
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In some cases, the developer of a video game includes built-in level editing tools; for example, a track editor for a racing game. Other times they may release an official level editor for the game as a separate application. Sometimes players of the game develop fan-made level editors.
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would develop the maps and layouts for a game, and a discipline or profession dedicated solely to level design did not exist. Early games often featured a level system of ascending difficulty as opposed to progression of storyline. An example of the former approach is the arcade
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Level designers sometimes make hidden rooms and areas that usually require more effort for the player to reach or to notice. These usually give some additional rewards, such as ammo or powerups. They serve to induce players to explore. Sometimes, they serve as
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Maps' design can significantly impact the gameplay. For example, the gameplay may be shifted towards a platformer (by careful placement of platforms) or a puzzle game (by extensive use of buttons, keys, and doors). Some FPS maps may be designed to prevent
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A wide variety of tools may be used by someone designing and making a level. Although it is faster to design models and textures with general-purpose multimedia development tools, games usually require the data to be in a unique format suited for that
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A level editor may be distributed as a complete stand-alone package, at times, rivaling commercial 3D modelling software. There are various steps involved in laying out a map and these steps may vary dramatically across the many different
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In the early years of video gaming, some games came with a utility called a "construction set". This was similar in many ways to a level editor. Some games used them to make extra levels, whereas others (like the
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Commonly on older hardware, most games would load a single level and all of its assets at one time, and when the player completed the level, the next level would be loaded. The player would be presented with a
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Level design is necessary for two primary purposes: providing players with a goal and providing players with enjoyable play experience. Good level design strives to produce quality gameplay, provide an
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Lighting and illumination, as well as distinctly-coloured objects, are often used to unambiguously guide the player towards the correct path. Similarly, clearly marked choke-points can be introduced.
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Levels are generally constructed with flow control in mind; that is, directing the player towards the goal of the level and preventing confusion and idling. This can be accomplished by various means.
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Another method is strategic placement of obstacles and aesthetic environment props that direct the player's attention to "clear" paths instead. This is often used in closed, "stuffed" environments.
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and items positioned so that collecting them inevitably makes the player move in the correct direction. This is one of the basic player direction techniques and is most often seen in platformers.
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Developing level editors will allow the game creator to use the same load- and rendering routines as the game itself, and may make it easier and more pleasant to create levels. Developers of
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and other tools. Level designers will usually work on a level from pre-production to completion – working with both incomplete and complete versions of the game.
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Determining environmental conditions and "ground rules" such as day/night, weather, scoring systems, allowable weapons or gameplay types, time limits, and starting resources.
2538: 1931: 2970: 2468: 547: 4658: 1215:, special SSD arrays alongside software libraries that have a total high data throughput can eliminate the need for any loading tunnels in a seamless world game. 892:, is a discipline of game development involving the making of video game levels—locales, stages or missions. This is commonly done using a level editor, a 2748: 1536:
A player might get stuck in map geometry with no way to escape or to die. A player might be able to find a specific spot where they do not have to move to gain
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are cited to be level design bugs, and might be "left-over geometry" from an earlier version of the level or an object's improperly aligned "collision box".
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One of the first 3D games which became popular partially due to level editors and fan-made maps, other game addons, and other works related to the game, was
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Specifying locations of various entities, such as player units, enemies, monster spawn points, ladders, coins, resource nodes, weapons, save points, etc.;
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Specifying certain regions where certain gameplay activities or behaviors occur, such as resource harvesting, base building, water travelling, etc.;
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enter areas in which their view of the world is plausibly restricted, sometimes referred to as "loading tunnels". With newer consoles, such as the
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Level designers and concept artists may also be required to provide a pre-rendered map of the level (or entire game world) for the player.
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Specifying non-static parts of a level, such as doors, keys and buttons with associated mechanisms, teleporters, hidden passageways, etc.;
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Typically, bonus levels are either hidden and require discovery or appear after a certain number of regular levels have been completed.
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Laying out the large-scale features of the map, such as hills, cities, rooms, tunnels, etc., for players and enemies to move around in;
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take as they walk around, the actions they will take in response to specific triggers, and any dialog they might have with the player.
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usually produce level editors and design tools for the designers to use. This eliminates the need for designers to access or modify
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may be triggered by events in a level, but require distinctly different skills, and may be produced by a different person or team.
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chapter, "Interloper", featured multiple moving platforms high in the air with enemies firing at the player from all sides.
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Interactive Storytelling for Video Games: A Player-centered Approach to Creating Memorable Characters and Stories
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The first level of the game is usually designed to get players to explore the mechanics of the game, notably in
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were made for them. One of the reasons was a clear separation between the level files and game engine itself.
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other players. A player might be able to fall out-of-bounds of a map where other players cannot reach them.
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while the game loaded level information from storage. With more advanced computing hardware with faster
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by not including any long hallways, while other maps may allow for a mix of sniping and closer combat.
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A game genre that required significant amounts of time to design areas were text-based games, such as
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There are many map bugs that level designers try to avoid, but sometimes go unnoticed for some time.
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designed to reward the player or players, and typically allows the player to collect extra points or
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The level design process may be iterated several times before achieving the desired outcome.
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playtesting it with experienced players, and allowing them to try to exploit any problems.
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This article is about video game settings. For character levels in role-playing games, see
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was released, and it also shipped with a level editor which was documented in the manual.
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designed for building levels; however, some games feature built-in level editing tools.
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A bonus stage (also known as a bonus level or bonus round) is a special level within a
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experience, and sometimes, especially in story-based games, to advance the storyline.
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event locations, where certain actions by the player can trigger specified changes;
714: 639: 629: 606: 423: 371: 2426:"Inside PlayStation 5: the specs and the tech that deliver Sony's next-gen vision" 1740:"Educational Feature: A History and Analysis of Level Design in 3D Computer Games" 1478:"Secret level" redirects here. For the video game studio formerly named that, see 1790: 1642: 1621: 1600: 4974: 4969: 4949: 4869: 4789: 4598: 4503: 3813: 3788: 3760: 3689: 3634: 3612: 3360: 3337: 3332: 3275: 3270: 3013: 2980: 2074: 2032: 1571: 1512: 1404: 1265: 1105: 960: 880: 846: 673: 584: 398: 349: 257: 134: 904: 5071: 4588: 4183: 3962: 3684: 3664: 3518: 3356: 3030: 2940: 2910: 2865: 2757: 1518: 1373: 1248: 1203: 1044:, and many other games have notable mapping tools and communities focusing on 837:
In games with linear progression, levels are areas of a larger world, such as
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is produced by game artists. Many level designers have skills as both a
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A level editor is often limited to designing levels for only a certain
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was one of the first titles to ship with a level editor. Its designer,
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Game Design: How to Create Video and Tabletop Games, Start to Finish
2225: 980:(1991) is a later game with user-accessible mapping and scripting. 3280: 1376:. An individual involved with the development of game levels is a 1331: 1320: 1300: 989: 944: 903: 248: 1500:, where certain walls could be pushed to reveal hidden passages. 4320: 1388: 1087:
Specifying the start and exit locations for one or more players;
4773: 4476: 3921: 3248: 3192: 2730: 2539:"Game Engines: Tools for Landscape Visualization and Planning?" 1795:. Pittsburgh, Pennsylvania, USA: CRC Press. pp. 120, 252. 2169: 1243:
aiming for level consistency and clear layout before required
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West, Neil (February 1998). "The Way Games Ought to Be...".
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Sometimes, a whole level may be designed as a secret level.
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advantages to one team over another, when designed poorly.
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In the early days of video games (1970s–2000s), a single
105: 1024:(1994) were two of the first games to attract focused 4710: 4669: 4612: 4502: 3754: 3673: 3589: 3497: 3379: 3259: 3140: 3087: 3066: 2991: 2841: 2810: 2774: 159:. Unsourced material may be challenged and removed. 2684:Game Development Essentials: Game QA & Testing 2515: 2513: 1830:Creating Games: Mechanics, Content, and Technology 1828:McGuire, Morgan; Jenkins, Odest Chadwicke (2009). 934:. An example of the latter approach is the arcade 1090:Adding aesthetic details such as level-specific 2488: 2486: 2362: 2360: 1602:Level Up! The Guide to Great Video Game Design 3204: 2742: 1227:who makes environments and scenarios using a 1194:data transfer rates, such as optical drives, 786: 8: 1832:. Wellesley, Mass.: AK Peters. p. 104. 947:(originally called Jumpman) tries to rescue 395:Specialized / alternative-paradigmatic types 2657:"The Next Generation 1996 Lexicon A to Z". 2619: 2617: 2615: 2255: 2253: 2251: 2019: 2017: 2015: 2013: 2011: 1998: 1996: 1994: 1992: 1754:Brathwaite, Brenda; Schreiber, Ian (2009). 1681:Brathwaite, Brenda; Schreiber, Ian (2009). 1666:(2nd ed.). Thomson Course Technology. 1368:used to design levels, maps, campaigns and 1303:is used, usually customized with a special 75:Learn how and when to remove these messages 4770: 4499: 4473: 3918: 3256: 3245: 3211: 3197: 3189: 2749: 2735: 2727: 2521:Making games as a single developer (pt. 2) 2322:"Learning Through Level Design with Mario" 1700:Moore, Michael E.; Novak, Jeannie (2010). 793: 779: 267: 2681:Levy, Luis; Novak, Jeannie (2009-06-22). 2553: 1482:. For the animated anthology series, see 237:Learn how and when to remove this message 219:Learn how and when to remove this message 4728:Good Design Award (Museum of Modern Art) 1853:Jamie "Thrrrpptt!" Madigan (June 2001). 1792:The Art of Game Design: A book of lenses 1784: 1782: 1641:Guy W. Lecky-Thompson (1 January 2008). 1094:, sounds, animation, lighting and music; 1778: 284: 2971:Turns, rounds and time-keeping systems 2459:"Inside Xbox Series X: the full specs" 2457:Leadbetter, Richard (March 16, 2020). 2424:Leadbetter, Richard (March 18, 2020). 2105:Lebowitz, Josiah; Klug, Chris (2011). 1325:TIDE level editor showing tiles for a 4733:Good Design Award (Chicago Athenaeum) 2537:Herwig, Adrian; Paar, Philip (2002). 2405:from the original on January 14, 2021 2064: 2062: 2029:"The Art and Science of Level Design" 7: 2471:from the original on August 19, 2020 1809:from the original on 8 February 2023 157:adding citations to reliable sources 2438:from the original on March 18, 2020 2173:. February 17, 1999. Archived from 4677:American Institute of Graphic Arts 755:List of video game industry people 27:Discrete play space in video games 25: 4687:Design and Industries Association 2236:from the original on June 1, 2016 2086:from the original on 30 June 2021 1307:developed for the specific game. 337: 99:to comply with Knowledge (XXG)'s 56:This article has multiple issues. 2687:. Cengage Learning. p. 84. 1738:Shahrani, Sam (April 25, 2006). 1620:Lewis Pulsipher (25 July 2012). 1161:Often the level layouts feature 548:Intellectual property protection 271: 133: 86: 45: 2701:from the original on 2023-02-08 2207:from the original on 2020-02-01 2129:from the original on 2023-02-08 1913:from the original on 2011-10-26 1887:from the original on 2011-08-09 144:needs additional citations for 64:or discuss these issues on the 4682:Chartered Society of Designers 2391:Avard, Alex (March 21, 2019). 1599:Scott Rogers (16 April 2014). 1: 4753:Prince Philip Designers Prize 3396:Architectural lighting design 1756:Challenges for Game Designers 1683:Challenges for Game Designers 1429:Shoot-'Em-Up Construction Kit 1004:, the levels are designed as 750:List of video game publishers 738:List of video game developers 4559:Electronic design automation 4542:Virtual home design software 3514:Automotive suspension design 2768:Glossary of video game terms 2623: 2259: 2002: 1704:. Delmar: Cengage Learning. 1065:that exist as of the 2020s. 765:List of video game magazines 3418:Environmental impact design 2351: 2307: 2295: 2283: 1959: 1905:Kevin VanOrd (2008-11-11). 1411:(SDK) is sometimes needed. 760:List of video game websites 5131: 4697:International Forum Design 4067:Engineering design process 2718: 2667:. March 1996. p. 30. 2606: 2595:Brathwaite, Schreiber 2009 2594: 2582: 2504: 2492: 2378: 2366: 2271: 2053: 1984:Brathwaite, Schreiber 2009 1983: 1971: 1932:"Chapter XVII: Interloper" 1881:"Batman: Vengeance Review" 1879:Andrew Park (2002-10-11). 1702:Game Industry Career Guide 1644:Video Game Design Revealed 1510: 1480:Sega Studios San Francisco 1477: 1459: 1418: 1314: 1213:Xbox Series X and Series S 866: 684:Advertising in video games 29: 5032: 4780: 4769: 4498: 4472: 3928: 3917: 3819:Integrated circuit design 3741:Stage/set lighting design 3630:Hardware interface design 3546:Hardware interface design 3255: 3244: 3226: 2765: 2153:, p. 22, August 1984 2080:Future Publishing Limited 1012:3D first-person shooters 894:game development software 553:Digital rights management 4654:Industrial design rights 4642:Fashion design copyright 4554:Design quality indicator 4003:Creative problem-solving 3794:Electrical system design 3650:Sonic interaction design 3561:Photographic lens design 3435:Healthy community design 2999:Destructible environment 1409:software development kit 1271:Sometimes, professional 1006:three-dimensional spaces 168:"Level" video games 112:may contain suggestions. 97:may need to be rewritten 4850:New product development 4815:Enterprise architecture 4743:IF Product Design Award 4702:Design Research Society 4254:Reliability engineering 2320:Parish, Jeremy (2012). 2147:"Lode Runner Contest", 1855:"Half-Life: Blue Shift" 1758:. Charles River Media. 1685:. Charles River Media. 1068:General steps include: 813:(also referred to as a 280:Part of a series on the 5110:Video game terminology 5105:Video game development 4306:Top-down and bottom-up 3655:User experience design 3556:Packaging and labeling 3529:Electric guitar design 3467:Landscape architecture 1907:"Mirror's Edge Review" 1789:Schell, Jesse (2014). 1719:Oxland, Kevin (2004). 1345: 1336:A level editor in the 1329: 1233:Video game programmers 1223:A level designer is a 1046:user-generated content 1009: 912: 869:Video game development 265: 256:level design from the 36:Level (disambiguation) 34:. For other uses, see 4835:Innovation management 4718:European Design Award 4484:Intellectual property 4301:Theory of constraints 4264:Responsibility-driven 4104:For manufacturability 4008:Creativity techniques 3846:Nuclear weapon design 3660:User interface design 3524:Corrugated box design 3445:Interior architecture 3041:Procedural generation 2150:Computer Gaming World 2082:. 13 September 2008. 1577:List of gaming topics 1366:game development tool 1335: 1324: 1317:List of level editors 1110:non-player characters 993: 907: 252: 5095:1979 in video gaming 4880:Unintelligent design 4860:Philosophy of design 4574:Design specification 4527:Comprehensive layout 4099:For behaviour change 4072:Probabilistic design 3834:Power network design 3371:Visual merchandising 3328:Instructional design 3306:Postage stamp design 2828:Non-player character 2548:. pp. 161–172. 2177:on December 18, 2009 2113:Taylor & Francis 1861:on December 16, 2008 1647:. Cengage Learning. 1421:Game creation system 1259:Level creation tools 996:3D computer graphics 617:Downloadable content 153:improve this article 4800:Creative industries 4723:German Design Award 4632:Design infringement 4517:Architectural model 3856:Organization design 3851:Nucleic acid design 3799:Experimental design 3352:Traffic sign design 3067:Movement techniques 2851:Collision detection 1721:Gameplay and design 1662:Bates, Bob (2004). 1436:Gameplay alteration 1273:3D editing software 1057:of a level editor. 1028:activity, and many 600:Episodic video game 286:Video game industry 4865:Process simulation 4840:Intelligent design 4164:Intelligence-based 4159:Integrated topside 4089:Framework-oriented 3774:Behavioural design 3645:Information design 3323:Information design 3148:Advance And Secure 2232:. April 25, 2003. 2035:on 3 December 2002 1723:. Addison Wesley. 1567:Mod (video gaming) 1346: 1330: 1200:solid-state drives 1010: 913: 890:environment design 625:Games as a service 266: 5115:Video game levels 5082: 5081: 5028: 5027: 4795:Conceptual design 4765: 4764: 4761: 4760: 4748:James Dyson Award 4604:Website wireframe 4594:Technical drawing 4468: 4467: 4316:Transgenerational 4057:Ecological design 3933:Activity-centered 3913: 3912: 3909: 3908: 3891:Spacecraft design 3685:Public art design 3623:Video game design 3601:Experience design 3571:Production design 3551:Motorcycle design 3509:Automotive design 3413:Ecological design 3291:Film title design 3186: 3185: 3163:Last man standing 2946:Scripted sequence 2694:978-1-4354-3947-4 2546:Hochschule Anhalt 2493:Moore, Novak 2010 2122:978-0-240-81717-0 2025:Bleszinski, Cliff 1839:978-1-56881-305-9 1802:978-1-4665-9864-5 1765:978-1-58450-580-8 1711:978-1-4283-7647-2 1692:978-1-58450-580-8 1654:978-1-58450-607-2 1633:978-0-7864-9105-6 1612:978-1-118-87719-7 1352:(also known as a 1123:Super Mario Bros. 911:video game levels 873:Video game design 803: 802: 645:Microtransactions 414:Interactive movie 247: 246: 239: 229: 228: 221: 203: 127: 126: 101:quality standards 79: 16:(Redirected from 5122: 5074: 5067: 5060: 5053: 5046: 5039: 4771: 4648:Geschmacksmuster 4622:Community design 4500: 4474: 4234:Process-centered 4030:Design–bid–build 3998:Cradle-to-cradle 3978:Concept-oriented 3919: 3896:Strategic design 3866:Processor design 3841:Mechanism design 3809:Geometric design 3769:Algorithm design 3709:Jewellery design 3640:Immersive design 3534:Furniture design 3479:Landscape design 3257: 3246: 3213: 3206: 3199: 3190: 3178:King of the hill 3153:Capture the flag 3036:Persistent world 3004:Instance dungeon 2931:Random encounter 2926:Quick time event 2833:Player character 2792:Experience point 2751: 2744: 2737: 2728: 2722: 2716: 2710: 2709: 2707: 2706: 2678: 2672: 2671: 2654: 2648: 2647: 2633: 2627: 2621: 2610: 2604: 2598: 2592: 2586: 2580: 2574: 2573: 2571: 2570: 2564: 2558:. Archived from 2557: 2543: 2534: 2528: 2527:, 28 March 2016. 2517: 2508: 2502: 2496: 2490: 2481: 2480: 2478: 2476: 2454: 2448: 2447: 2445: 2443: 2421: 2415: 2414: 2412: 2410: 2388: 2382: 2376: 2370: 2364: 2355: 2349: 2343: 2342: 2340: 2339: 2330:. Archived from 2317: 2311: 2305: 2299: 2293: 2287: 2281: 2275: 2269: 2263: 2257: 2246: 2245: 2243: 2241: 2222: 2216: 2215: 2213: 2212: 2193: 2187: 2186: 2184: 2182: 2161: 2155: 2154: 2144: 2138: 2137: 2135: 2134: 2102: 2096: 2095: 2093: 2091: 2066: 2057: 2051: 2045: 2044: 2042: 2040: 2031:. Archived from 2021: 2006: 2000: 1987: 1981: 1975: 1969: 1963: 1957: 1951: 1950: 1948: 1947: 1938:. Archived from 1928: 1922: 1921: 1919: 1918: 1902: 1896: 1895: 1893: 1892: 1876: 1870: 1869: 1867: 1866: 1857:. Archived from 1850: 1844: 1843: 1825: 1819: 1818: 1816: 1814: 1786: 1769: 1750: 1748: 1746: 1734: 1715: 1696: 1677: 1658: 1637: 1616: 1415:Construction set 1196:hard disk drives 1154:Player directing 1092:graphic textures 795: 788: 781: 650:In-game currency 275: 268: 242: 235: 224: 217: 213: 210: 204: 202: 161: 137: 129: 122: 119: 113: 90: 82: 71: 49: 48: 41: 32:Experience point 21: 5130: 5129: 5125: 5124: 5123: 5121: 5120: 5119: 5085: 5084: 5083: 5078: 5072: 5065: 5058: 5051: 5044: 5037: 5024: 4825:Futures studies 4776: 4757: 4706: 4665: 4614: 4608: 4494: 4493: 4464: 4370:Value sensitive 4360:User innovation 4239:Public interest 4204:Object-oriented 3924: 3905: 3886:Software design 3876:Research design 3829:Physical design 3784:Database design 3758: 3756: 3750: 3726:Property design 3721:Game art design 3675: 3669: 3592: 3585: 3500: 3493: 3450:Interior design 3401:Building design 3382: 3375: 3262: 3251: 3240: 3222: 3217: 3187: 3182: 3136: 3083: 3062: 2987: 2837: 2806: 2770: 2761: 2755: 2725: 2717: 2713: 2704: 2702: 2695: 2680: 2679: 2675: 2663:. No. 15. 2660:Next Generation 2656: 2655: 2651: 2642:. No. 38. 2639:Next Generation 2635: 2634: 2630: 2622: 2613: 2605: 2601: 2593: 2589: 2581: 2577: 2568: 2566: 2562: 2541: 2536: 2535: 2531: 2518: 2511: 2503: 2499: 2491: 2484: 2474: 2472: 2456: 2455: 2451: 2441: 2439: 2423: 2422: 2418: 2408: 2406: 2390: 2389: 2385: 2377: 2373: 2365: 2358: 2350: 2346: 2337: 2335: 2319: 2318: 2314: 2306: 2302: 2294: 2290: 2282: 2278: 2270: 2266: 2258: 2249: 2239: 2237: 2224: 2223: 2219: 2210: 2208: 2195: 2194: 2190: 2180: 2178: 2163: 2162: 2158: 2146: 2145: 2141: 2132: 2130: 2123: 2104: 2103: 2099: 2089: 2087: 2068: 2067: 2060: 2052: 2048: 2038: 2036: 2023: 2022: 2009: 2001: 1990: 1982: 1978: 1970: 1966: 1958: 1954: 1945: 1943: 1930: 1929: 1925: 1916: 1914: 1904: 1903: 1899: 1890: 1888: 1878: 1877: 1873: 1864: 1862: 1852: 1851: 1847: 1840: 1827: 1826: 1822: 1812: 1810: 1803: 1788: 1787: 1780: 1776: 1766: 1753: 1744: 1742: 1737: 1731: 1718: 1712: 1699: 1693: 1680: 1674: 1661: 1655: 1640: 1634: 1619: 1613: 1598: 1595: 1562:Online creation 1558: 1546:Invisible walls 1531: 1515: 1509: 1487: 1476: 1474:Hidden features 1464: 1458: 1438: 1423: 1417: 1362:scenario editor 1319: 1313: 1261: 1221: 1183: 1181:Level streaming 1156: 1143: 1054: 1030:WAD level files 909:Two-dimensional 902: 883: 877:Game art design 865: 843:obstacle course 839:Green Hill Zone 834:interest high. 799: 770: 769: 733: 725: 724: 720:Game journalism 710: 702: 701: 686: 680: 636: 621: 580: 566: 565: 564: 558:Copy protection 534: 514: 483: 473: 472: 452: 385: 377: 376: 329: 309: 297: 243: 232: 231: 230: 225: 214: 208: 205: 162: 160: 150: 138: 123: 117: 114: 104: 91: 50: 46: 39: 28: 23: 22: 15: 12: 11: 5: 5128: 5126: 5118: 5117: 5112: 5107: 5102: 5097: 5087: 5086: 5080: 5079: 5077: 5076: 5069: 5062: 5055: 5048: 5041: 5033: 5030: 5029: 5026: 5025: 5023: 5022: 5017: 5012: 5007: 5002: 4997: 4992: 4987: 4982: 4977: 4972: 4967: 4962: 4957: 4952: 4947: 4942: 4937: 4932: 4927: 4926: 4925: 4920: 4910: 4905: 4900: 4893: 4892: 4890:Wicked problem 4887: 4882: 4877: 4872: 4867: 4862: 4857: 4852: 4847: 4842: 4837: 4832: 4827: 4822: 4817: 4812: 4807: 4802: 4797: 4792: 4787: 4781: 4778: 4777: 4775:Related topics 4774: 4767: 4766: 4763: 4762: 4759: 4758: 4756: 4755: 4750: 4745: 4740: 4735: 4730: 4725: 4720: 4714: 4712: 4708: 4707: 4705: 4704: 4699: 4694: 4692:Design Council 4689: 4684: 4679: 4673: 4671: 4667: 4666: 4664: 4663: 4662: 4661: 4659:European Union 4651: 4644: 4639: 4634: 4629: 4624: 4618: 4616: 4610: 4609: 4607: 4606: 4601: 4596: 4591: 4586: 4581: 4576: 4571: 4566: 4561: 4556: 4551: 4546: 4545: 4544: 4539: 4529: 4524: 4519: 4514: 4508: 4506: 4496: 4495: 4492: 4491: 4488: 4485: 4482: 4478: 4477: 4470: 4469: 4466: 4465: 4463: 4462: 4457: 4452: 4447: 4442: 4437: 4432: 4427: 4422: 4417: 4412: 4407: 4402: 4397: 4392: 4387: 4380: 4379: 4378: 4377: 4367: 4362: 4357: 4356: 4355: 4345: 4340: 4338:Usage-centered 4335: 4334: 4333: 4331:Design for All 4323: 4318: 4313: 4311:Transformation 4308: 4303: 4298: 4293: 4292: 4291: 4281: 4276: 4271: 4266: 4261: 4259:Research-based 4256: 4251: 4246: 4241: 4236: 4231: 4226: 4224:Platform-based 4221: 4216: 4211: 4206: 4201: 4196: 4191: 4186: 4181: 4176: 4174:KISS principle 4171: 4166: 4161: 4156: 4151: 4146: 4141: 4136: 4131: 4126: 4121: 4116: 4111: 4106: 4101: 4096: 4091: 4086: 4084:Fault-tolerant 4081: 4079:Error-tolerant 4076: 4075: 4074: 4064: 4062:Energy neutral 4059: 4054: 4049: 4044: 4043: 4042: 4032: 4027: 4022: 4021: 4020: 4018:Design fiction 4010: 4005: 4000: 3995: 3990: 3985: 3980: 3975: 3970: 3965: 3960: 3955: 3950: 3945: 3940: 3935: 3929: 3926: 3925: 3922: 3915: 3914: 3911: 3910: 3907: 3906: 3904: 3903: 3901:Systems design 3898: 3893: 3888: 3883: 3878: 3873: 3871:Protein design 3868: 3863: 3861:Process design 3858: 3853: 3848: 3843: 3838: 3837: 3836: 3831: 3826: 3824:Circuit design 3816: 3811: 3806: 3801: 3796: 3791: 3786: 3781: 3776: 3771: 3765: 3763: 3752: 3751: 3749: 3748: 3746:Textile design 3743: 3738: 3733: 3728: 3723: 3718: 3713: 3712: 3711: 3706: 3704:Costume design 3699:Fashion design 3696: 3687: 3681: 3679: 3671: 3670: 3668: 3667: 3662: 3657: 3652: 3647: 3642: 3637: 3632: 3627: 3626: 3625: 3620: 3610: 3609: 3608: 3597: 3595: 3587: 3586: 3584: 3583: 3581:Service design 3578: 3576:Sensory design 3573: 3568: 3566:Product design 3563: 3558: 3553: 3548: 3543: 3542: 3541: 3531: 3526: 3521: 3516: 3511: 3505: 3503: 3495: 3494: 3492: 3491: 3486: 3484:Spatial design 3481: 3476: 3475: 3474: 3464: 3462:Keyline design 3459: 3458: 3457: 3447: 3442: 3437: 3432: 3431: 3430: 3428:Computer-aided 3420: 3415: 3410: 3409: 3408: 3398: 3393: 3387: 3385: 3377: 3376: 3374: 3373: 3368: 3363: 3354: 3345: 3340: 3335: 3330: 3325: 3320: 3315: 3314: 3313: 3308: 3303: 3296:Graphic design 3293: 3288: 3286:Exhibit design 3283: 3278: 3273: 3267: 3265: 3253: 3252: 3249: 3242: 3241: 3239: 3238: 3233: 3227: 3224: 3223: 3218: 3216: 3215: 3208: 3201: 3193: 3184: 3183: 3181: 3180: 3175: 3170: 3165: 3160: 3155: 3150: 3144: 3142: 3138: 3137: 3135: 3134: 3129: 3124: 3123: 3122: 3117: 3107: 3102: 3097: 3091: 3089: 3085: 3084: 3082: 3081: 3076: 3074:Rocket jumping 3070: 3068: 3064: 3063: 3061: 3060: 3055: 3050: 3049: 3048: 3038: 3033: 3028: 3023: 3022: 3021: 3016: 3006: 3001: 2995: 2993: 2989: 2988: 2986: 2985: 2984: 2983: 2973: 2968: 2963: 2958: 2953: 2948: 2943: 2938: 2933: 2928: 2923: 2918: 2913: 2908: 2903: 2898: 2896:Loading screen 2893: 2888: 2883: 2881:Invisible wall 2878: 2873: 2868: 2863: 2858: 2853: 2847: 2845: 2839: 2838: 2836: 2835: 2830: 2825: 2820: 2814: 2812: 2808: 2807: 2805: 2804: 2799: 2794: 2789: 2784: 2778: 2776: 2772: 2771: 2766: 2763: 2762: 2756: 2754: 2753: 2746: 2739: 2731: 2724: 2723: 2711: 2693: 2673: 2649: 2646:. p. 107. 2628: 2611: 2599: 2587: 2575: 2529: 2509: 2497: 2482: 2449: 2416: 2383: 2371: 2356: 2344: 2312: 2300: 2288: 2276: 2264: 2247: 2217: 2188: 2156: 2139: 2121: 2115:. p. 14. 2097: 2058: 2046: 2007: 1988: 1976: 1964: 1962:, pp.21-22,126 1952: 1923: 1897: 1871: 1845: 1838: 1820: 1801: 1777: 1775: 1772: 1771: 1770: 1764: 1751: 1735: 1729: 1716: 1710: 1697: 1691: 1678: 1672: 1659: 1653: 1638: 1632: 1617: 1611: 1594: 1591: 1590: 1589: 1584: 1579: 1574: 1569: 1564: 1557: 1554: 1530: 1527: 1511:Main article: 1508: 1505: 1497:Wolfenstein 3D 1475: 1472: 1460:Main article: 1457: 1454: 1437: 1434: 1416: 1413: 1378:level designer 1370:virtual worlds 1312: 1309: 1260: 1257: 1220: 1219:Level designer 1217: 1188:loading screen 1182: 1179: 1155: 1152: 1142: 1139: 1114: 1113: 1102: 1095: 1088: 1085: 1082: 1079: 1076: 1073: 1053: 1050: 994:In games with 927:Space Invaders 901: 898: 864: 861: 801: 800: 798: 797: 790: 783: 775: 772: 771: 768: 767: 762: 757: 752: 747: 746: 745: 734: 731: 730: 727: 726: 723: 722: 717: 711: 708: 707: 704: 703: 700: 699: 698: 697: 692: 679: 678: 677: 676: 666: 665: 664: 654: 653: 652: 642: 635: 634: 633: 632: 620: 619: 614: 609: 604: 603: 602: 597: 595:Expansion pack 592: 581: 572: 571: 568: 567: 563: 562: 561: 560: 555: 545: 540: 533: 532: 531: 530: 528:Content rating 520: 513: 512: 511: 510: 505: 500: 495: 484: 479: 478: 475: 474: 471: 470: 469: 468: 458: 456:Arcade cabinet 451: 450: 449: 448: 443: 442: 441: 436: 431: 421: 416: 411: 406: 401: 386: 383: 382: 379: 378: 375: 374: 369: 364: 359: 358: 357: 352: 342: 341: 340: 328: 327: 326: 325: 320: 315: 304: 298: 293: 292: 289: 288: 282: 281: 277: 276: 245: 244: 227: 226: 141: 139: 132: 125: 124: 94: 92: 85: 80: 54: 53: 51: 44: 26: 24: 18:Jumping puzzle 14: 13: 10: 9: 6: 4: 3: 2: 5127: 5116: 5113: 5111: 5108: 5106: 5103: 5101: 5098: 5096: 5093: 5092: 5090: 5075: 5070: 5068: 5063: 5061: 5056: 5054: 5049: 5047: 5042: 5040: 5035: 5034: 5031: 5021: 5018: 5016: 5013: 5011: 5008: 5006: 5005:specification 5003: 5001: 4998: 4996: 4993: 4991: 4988: 4986: 4983: 4981: 4978: 4976: 4973: 4971: 4968: 4966: 4963: 4961: 4958: 4956: 4953: 4951: 4948: 4946: 4943: 4941: 4938: 4936: 4933: 4931: 4928: 4924: 4921: 4919: 4918:architectural 4916: 4915: 4914: 4911: 4909: 4906: 4904: 4901: 4899: 4895: 4894: 4891: 4888: 4886: 4885:Visualization 4883: 4881: 4878: 4876: 4873: 4871: 4868: 4866: 4863: 4861: 4858: 4856: 4853: 4851: 4848: 4846: 4843: 4841: 4838: 4836: 4833: 4831: 4828: 4826: 4823: 4821: 4818: 4816: 4813: 4811: 4808: 4806: 4805:Cultural icon 4803: 4801: 4798: 4796: 4793: 4791: 4788: 4786: 4783: 4782: 4779: 4772: 4768: 4754: 4751: 4749: 4746: 4744: 4741: 4739: 4736: 4734: 4731: 4729: 4726: 4724: 4721: 4719: 4716: 4715: 4713: 4709: 4703: 4700: 4698: 4695: 4693: 4690: 4688: 4685: 4683: 4680: 4678: 4675: 4674: 4672: 4670:Organizations 4668: 4660: 4657: 4656: 4655: 4652: 4650: 4649: 4645: 4643: 4640: 4638: 4637:Design patent 4635: 4633: 4630: 4628: 4627:Design around 4625: 4623: 4620: 4619: 4617: 4611: 4605: 4602: 4600: 4597: 4595: 4592: 4590: 4587: 4585: 4582: 4580: 4577: 4575: 4572: 4570: 4567: 4565: 4562: 4560: 4557: 4555: 4552: 4550: 4547: 4543: 4540: 4538: 4535: 4534: 4533: 4530: 4528: 4525: 4523: 4520: 4518: 4515: 4513: 4510: 4509: 4507: 4505: 4501: 4497: 4489: 4487:Organizations 4486: 4483: 4480: 4479: 4475: 4471: 4461: 4458: 4456: 4453: 4451: 4448: 4446: 4443: 4441: 4438: 4436: 4433: 4431: 4428: 4426: 4423: 4421: 4418: 4416: 4413: 4411: 4408: 4406: 4403: 4401: 4398: 4396: 4393: 4391: 4388: 4386: 4382: 4381: 4376: 4373: 4372: 4371: 4368: 4366: 4363: 4361: 4358: 4354: 4351: 4350: 4349: 4348:User-centered 4346: 4344: 4341: 4339: 4336: 4332: 4329: 4328: 4327: 4324: 4322: 4319: 4317: 4314: 4312: 4309: 4307: 4304: 4302: 4299: 4297: 4296:Tableless web 4294: 4290: 4287: 4286: 4285: 4282: 4280: 4277: 4275: 4272: 4270: 4267: 4265: 4262: 4260: 4257: 4255: 4252: 4250: 4247: 4245: 4242: 4240: 4237: 4235: 4232: 4230: 4227: 4225: 4222: 4220: 4219:Participatory 4217: 4215: 4212: 4210: 4207: 4205: 4202: 4200: 4197: 4195: 4192: 4190: 4187: 4185: 4182: 4180: 4177: 4175: 4172: 4170: 4167: 4165: 4162: 4160: 4157: 4155: 4152: 4150: 4147: 4145: 4142: 4140: 4137: 4135: 4132: 4130: 4127: 4125: 4122: 4120: 4117: 4115: 4112: 4110: 4109:For Six Sigma 4107: 4105: 4102: 4100: 4097: 4095: 4092: 4090: 4087: 4085: 4082: 4080: 4077: 4073: 4070: 4069: 4068: 4065: 4063: 4060: 4058: 4055: 4053: 4052:Domain-driven 4050: 4048: 4045: 4041: 4040:architect-led 4038: 4037: 4036: 4033: 4031: 4028: 4026: 4023: 4019: 4016: 4015: 4014: 4011: 4009: 4006: 4004: 4001: 3999: 3996: 3994: 3991: 3989: 3986: 3984: 3983:Configuration 3981: 3979: 3976: 3974: 3971: 3969: 3966: 3964: 3961: 3959: 3956: 3954: 3951: 3949: 3948:Brainstorming 3946: 3944: 3941: 3939: 3936: 3934: 3931: 3930: 3927: 3920: 3916: 3902: 3899: 3897: 3894: 3892: 3889: 3887: 3884: 3882: 3881:Social design 3879: 3877: 3874: 3872: 3869: 3867: 3864: 3862: 3859: 3857: 3854: 3852: 3849: 3847: 3844: 3842: 3839: 3835: 3832: 3830: 3827: 3825: 3822: 3821: 3820: 3817: 3815: 3812: 3810: 3807: 3805: 3804:Filter design 3802: 3800: 3797: 3795: 3792: 3790: 3787: 3785: 3782: 3780: 3779:Boiler design 3777: 3775: 3772: 3770: 3767: 3766: 3764: 3762: 3753: 3747: 3744: 3742: 3739: 3737: 3734: 3732: 3731:Scenic design 3729: 3727: 3724: 3722: 3719: 3717: 3716:Floral design 3714: 3710: 3707: 3705: 3702: 3701: 3700: 3697: 3695: 3691: 3688: 3686: 3683: 3682: 3680: 3678: 3672: 3666: 3663: 3661: 3658: 3656: 3653: 3651: 3648: 3646: 3643: 3641: 3638: 3636: 3633: 3631: 3628: 3624: 3621: 3619: 3616: 3615: 3614: 3611: 3607: 3604: 3603: 3602: 3599: 3598: 3596: 3594: 3588: 3582: 3579: 3577: 3574: 3572: 3569: 3567: 3564: 3562: 3559: 3557: 3554: 3552: 3549: 3547: 3544: 3540: 3537: 3536: 3535: 3532: 3530: 3527: 3525: 3522: 3520: 3517: 3515: 3512: 3510: 3507: 3506: 3504: 3502: 3496: 3490: 3487: 3485: 3482: 3480: 3477: 3473: 3470: 3469: 3468: 3465: 3463: 3460: 3456: 3453: 3452: 3451: 3448: 3446: 3443: 3441: 3438: 3436: 3433: 3429: 3426: 3425: 3424: 3423:Garden design 3421: 3419: 3416: 3414: 3411: 3407: 3406:Passive solar 3404: 3403: 3402: 3399: 3397: 3394: 3392: 3389: 3388: 3386: 3384: 3381:Environmental 3378: 3372: 3369: 3367: 3364: 3362: 3358: 3355: 3353: 3349: 3346: 3344: 3343:Retail design 3341: 3339: 3336: 3334: 3331: 3329: 3326: 3324: 3321: 3319: 3316: 3312: 3309: 3307: 3304: 3302: 3299: 3298: 3297: 3294: 3292: 3289: 3287: 3284: 3282: 3279: 3277: 3274: 3272: 3269: 3268: 3266: 3264: 3261:Communication 3258: 3254: 3247: 3243: 3237: 3234: 3232: 3229: 3228: 3225: 3221: 3214: 3209: 3207: 3202: 3200: 3195: 3194: 3191: 3179: 3176: 3174: 3171: 3169: 3168:New Game Plus 3166: 3164: 3161: 3159: 3156: 3154: 3151: 3149: 3146: 3145: 3143: 3139: 3133: 3130: 3128: 3127:Single-player 3125: 3121: 3118: 3116: 3113: 3112: 3111: 3108: 3106: 3103: 3101: 3098: 3096: 3093: 3092: 3090: 3088:Forms of play 3086: 3080: 3077: 3075: 3072: 3071: 3069: 3065: 3059: 3056: 3054: 3051: 3047: 3044: 3043: 3042: 3039: 3037: 3034: 3032: 3029: 3027: 3024: 3020: 3017: 3015: 3012: 3011: 3010: 3007: 3005: 3002: 3000: 2997: 2996: 2994: 2990: 2982: 2979: 2978: 2977: 2974: 2972: 2969: 2967: 2966:Tank controls 2964: 2962: 2961:Status effect 2959: 2957: 2954: 2952: 2949: 2947: 2944: 2942: 2939: 2937: 2934: 2932: 2929: 2927: 2924: 2922: 2919: 2917: 2914: 2912: 2909: 2907: 2904: 2902: 2899: 2897: 2894: 2892: 2891:Line of sight 2889: 2887: 2884: 2882: 2879: 2877: 2874: 2872: 2869: 2867: 2864: 2862: 2861:Dialogue tree 2859: 2857: 2854: 2852: 2849: 2848: 2846: 2844: 2840: 2834: 2831: 2829: 2826: 2824: 2821: 2819: 2816: 2815: 2813: 2809: 2803: 2800: 2798: 2795: 2793: 2790: 2788: 2785: 2783: 2780: 2779: 2777: 2773: 2769: 2764: 2759: 2752: 2747: 2745: 2740: 2738: 2733: 2732: 2729: 2720: 2715: 2712: 2700: 2696: 2690: 2686: 2685: 2677: 2674: 2670: 2666: 2665:Imagine Media 2662: 2661: 2653: 2650: 2645: 2644:Imagine Media 2641: 2640: 2632: 2629: 2625: 2624:Shahrani 2006 2620: 2618: 2616: 2612: 2608: 2603: 2600: 2596: 2591: 2588: 2584: 2579: 2576: 2565:on 2017-08-09 2561: 2556: 2555:10.1.1.134.75 2551: 2547: 2540: 2533: 2530: 2526: 2522: 2516: 2514: 2510: 2506: 2501: 2498: 2494: 2489: 2487: 2483: 2470: 2466: 2465: 2460: 2453: 2450: 2437: 2433: 2432: 2427: 2420: 2417: 2404: 2400: 2399: 2394: 2387: 2384: 2380: 2375: 2372: 2368: 2363: 2361: 2357: 2353: 2348: 2345: 2334:on 2017-03-14 2333: 2329: 2328: 2323: 2316: 2313: 2309: 2304: 2301: 2297: 2292: 2289: 2285: 2280: 2277: 2273: 2268: 2265: 2261: 2260:Shahrani 2006 2256: 2254: 2252: 2248: 2235: 2231: 2227: 2221: 2218: 2206: 2202: 2198: 2192: 2189: 2176: 2172: 2171: 2166: 2165:"Lock'n'Lode" 2160: 2157: 2152: 2151: 2143: 2140: 2128: 2124: 2118: 2114: 2110: 2109: 2101: 2098: 2085: 2081: 2077: 2076: 2071: 2070:"Donkey Kong" 2065: 2063: 2059: 2055: 2050: 2047: 2034: 2030: 2026: 2020: 2018: 2016: 2014: 2012: 2008: 2004: 2003:Shahrani 2006 1999: 1997: 1995: 1993: 1989: 1985: 1980: 1977: 1973: 1968: 1965: 1961: 1956: 1953: 1942:on 2011-08-08 1941: 1937: 1933: 1927: 1924: 1912: 1908: 1901: 1898: 1886: 1882: 1875: 1872: 1860: 1856: 1849: 1846: 1841: 1835: 1831: 1824: 1821: 1808: 1804: 1798: 1794: 1793: 1785: 1783: 1779: 1773: 1767: 1761: 1757: 1752: 1741: 1736: 1732: 1730:0-321-20467-0 1726: 1722: 1717: 1713: 1707: 1703: 1698: 1694: 1688: 1684: 1679: 1675: 1673:1-59200-493-8 1669: 1665: 1660: 1656: 1650: 1646: 1645: 1639: 1635: 1629: 1626:. McFarland. 1625: 1624: 1618: 1614: 1608: 1604: 1603: 1597: 1596: 1592: 1588: 1585: 1583: 1582:Game tutorial 1580: 1578: 1575: 1573: 1570: 1568: 1565: 1563: 1560: 1559: 1555: 1553: 1549: 1547: 1543: 1539: 1534: 1528: 1526: 1524: 1520: 1514: 1506: 1504: 1501: 1499: 1498: 1493: 1485: 1481: 1473: 1471: 1469: 1463: 1455: 1453: 1450: 1446: 1444: 1435: 1433: 1431: 1430: 1422: 1414: 1412: 1410: 1406: 1401: 1399: 1398: 1392: 1390: 1385: 1381: 1379: 1375: 1371: 1367: 1363: 1359: 1355: 1351: 1344: 1343: 1339: 1338:strategy game 1334: 1328: 1327:side scroller 1323: 1318: 1310: 1308: 1306: 1302: 1298: 1297:Softimage XSI 1294: 1290: 1286: 1282: 1278: 1277:3D Studio Max 1274: 1269: 1267: 1266:game's engine 1258: 1256: 1254: 1253:game designer 1250: 1249:visual artist 1246: 1242: 1238: 1234: 1230: 1226: 1225:game designer 1218: 1216: 1214: 1210: 1209:PlayStation 5 1205: 1201: 1197: 1193: 1189: 1180: 1178: 1176: 1172: 1169: 1166: 1164: 1159: 1153: 1151: 1149: 1140: 1138: 1135: 1132: 1130: 1126: 1125: 1124: 1119: 1111: 1107: 1103: 1100: 1096: 1093: 1089: 1086: 1083: 1080: 1077: 1074: 1071: 1070: 1069: 1066: 1064: 1058: 1051: 1049: 1047: 1043: 1042: 1037: 1036: 1031: 1027: 1023: 1022: 1017: 1016: 1007: 1003: 1002: 997: 992: 988: 986: 981: 979: 978: 973: 972: 967: 963: 962: 956: 954: 950: 946: 942: 941: 937: 936:platform game 933: 929: 928: 923: 918: 910: 906: 899: 897: 895: 891: 887: 882: 878: 874: 870: 862: 860: 858: 854: 853: 848: 844: 840: 835: 832: 828: 824: 820: 816: 812: 808: 796: 791: 789: 784: 782: 777: 776: 774: 773: 766: 763: 761: 758: 756: 753: 751: 748: 744: 741: 740: 739: 736: 735: 729: 728: 721: 718: 716: 713: 712: 706: 705: 696: 693: 691: 688: 687: 685: 682: 681: 675: 672: 671: 670: 667: 663: 660: 659: 658: 655: 651: 648: 647: 646: 643: 641: 638: 637: 631: 628: 627: 626: 623: 622: 618: 615: 613: 610: 608: 605: 601: 598: 596: 593: 591: 588: 587: 586: 583: 582: 579: 575: 570: 569: 559: 556: 554: 551: 550: 549: 546: 544: 541: 539: 536: 535: 529: 526: 525: 524: 521: 519: 516: 515: 509: 506: 504: 501: 499: 496: 494: 491: 490: 489: 486: 485: 482: 477: 476: 467: 464: 463: 462: 459: 457: 454: 453: 447: 444: 440: 437: 435: 432: 430: 427: 426: 425: 422: 420: 417: 415: 412: 410: 407: 405: 402: 400: 396: 393: 392: 391: 388: 387: 381: 380: 373: 370: 368: 365: 363: 360: 356: 353: 351: 348: 347: 346: 343: 339: 336: 335: 334: 331: 330: 324: 321: 319: 316: 314: 311: 310: 308: 305: 303: 300: 299: 296: 291: 290: 287: 283: 279: 278: 274: 270: 269: 264: 263: 259: 255: 251: 241: 238: 223: 220: 212: 201: 198: 194: 191: 187: 184: 180: 177: 173: 170: â€“  169: 165: 164:Find sources: 158: 154: 148: 147: 142:This article 140: 136: 131: 130: 121: 111: 107: 102: 98: 95:This article 93: 89: 84: 83: 78: 76: 69: 68: 63: 62: 57: 52: 43: 42: 37: 33: 19: 5100:Computer art 4875:STEAM fields 4845:Lean startup 4830:Indie design 4646: 4613:Intellectual 4365:Value-driven 4343:Use-centered 4249:Regenerative 4229:Policy-based 4189:Mind mapping 4094:For assembly 4035:Design–build 3953:By committee 3938:Adaptive web 3736:Sound design 3694:glass design 3692: / 3677:applied arts 3618:Level design 3617: 3489:Urban design 3440:Hotel design 3391:Architecture 3366:Video design 3359: / 3350: / 3318:Illustration 3311:Print design 3281:Brand design 3132:Speedrunning 3008: 2936:Replay value 2802:Critical hit 2721:, pp.117-118 2714: 2703:. Retrieved 2683: 2676: 2668: 2658: 2652: 2637: 2631: 2602: 2590: 2578: 2567:. Retrieved 2560:the original 2545: 2532: 2525:DusteD Games 2524: 2500: 2473:. Retrieved 2462: 2452: 2440:. Retrieved 2429: 2419: 2407:. Retrieved 2396: 2386: 2381:, pp.113-114 2374: 2369:, pp.111-112 2354:, pp.140-141 2347: 2336:. Retrieved 2332:the original 2325: 2315: 2303: 2298:, pp.128-130 2291: 2286:, pp.132-135 2279: 2267: 2238:. Retrieved 2229: 2220: 2209:. Retrieved 2200: 2191: 2179:. Retrieved 2175:the original 2168: 2159: 2148: 2142: 2131:. Retrieved 2107: 2100: 2088:. Retrieved 2073: 2049: 2037:. Retrieved 2033:the original 1979: 1967: 1955: 1944:. Retrieved 1940:the original 1926: 1915:. Retrieved 1909:. GameSpot. 1900: 1889:. Retrieved 1883:. GameSpot. 1874: 1863:. Retrieved 1859:the original 1848: 1829: 1823: 1811:. Retrieved 1791: 1755: 1743:. 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