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Level (video games)

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1459:(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. 262: 1191:(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 239: 1311: 1322: 77: 980: 124: 894: 1514:. 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. 36: 1396:. 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 1195:
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.
2527: 1920: 2959: 2457: 536: 4647: 1204:, 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. 881:, 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 2737: 1525:
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;
703: 628: 618: 595: 412: 360: 2415:"Inside PlayStation 5: the specs and the tech that deliver Sony's next-gen vision" 1729:"Educational Feature: A History and Analysis of Level Design in 3D Computer Games" 1467:"Secret level" redirects here. For the video game studio formerly named that, see 1779: 1631: 1610: 1589: 4963: 4958: 4938: 4858: 4778: 4587: 4492: 3802: 3777: 3749: 3678: 3623: 3601: 3349: 3326: 3321: 3264: 3259: 3002: 2969: 2063: 2021: 1560: 1501: 1393: 1254: 1094: 949: 869: 835: 662: 573: 387: 338: 246: 123: 893: 5060: 4577: 4172: 3951: 3673: 3653: 3507: 3345: 3019: 2929: 2899: 2854: 2746: 1507: 1362: 1237: 1192: 1033:, and many other games have notable mapping tools and communities focusing on 826:
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
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Specifying the start and exit locations for one or more players;
4762: 4465: 3910: 3237: 3181: 2719: 2528:"Game Engines: Tools for Landscape Visualization and Planning?" 1784:. Pittsburgh, Pennsylvania, USA: CRC Press. pp. 120, 252. 2158: 1232:
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
94: 1013:(1994) were two of the first games to attract focused 4699: 4658: 4601: 4491: 3743: 3662: 3578: 3486: 3368: 3248: 3129: 3076: 3055: 2980: 2830: 2799: 2763: 148:. Unsourced material may be challenged and removed. 2673:Game Development Essentials: Game QA & Testing 2504: 2502: 1819:Creating Games: Mechanics, Content, and Technology 1817:McGuire, Morgan; Jenkins, Odest Chadwicke (2009). 923:. An example of the latter approach is the arcade 1079:Adding aesthetic details such as level-specific 2477: 2475: 2351: 2349: 1591:Level Up! The Guide to Great Video Game Design 3193: 2731: 1216:who makes environments and scenarios using a 1183:data transfer rates, such as optical drives, 775: 8: 1821:. Wellesley, Mass.: AK Peters. p. 104. 936:(originally called Jumpman) tries to rescue 384:Specialized / alternative-paradigmatic types 2646:"The Next Generation 1996 Lexicon A to Z". 2608: 2606: 2604: 2244: 2242: 2240: 2008: 2006: 2004: 2002: 2000: 1987: 1985: 1983: 1981: 1743:Brathwaite, Brenda; Schreiber, Ian (2009). 1670:Brathwaite, Brenda; Schreiber, Ian (2009). 1655:(2nd ed.). Thomson Course Technology. 1357:used to design levels, maps, campaigns and 1292:is used, usually customized with a special 64:Learn how and when to remove these messages 4759: 4488: 4462: 3907: 3245: 3234: 3200: 3186: 3178: 2738: 2724: 2716: 2510:Making games as a single developer (pt. 2) 2311:"Learning Through Level Design with Mario" 1689:Moore, Michael E.; Novak, Jeannie (2010). 782: 768: 256: 2670:Levy, Luis; Novak, Jeannie (2009-06-22). 2542: 1471:. For the animated anthology series, see 226:Learn how and when to remove this message 208:Learn how and when to remove this message 4717:Good Design Award (Museum of Modern Art) 1842:Jamie "Thrrrpptt!" Madigan (June 2001). 1781:The Art of Game Design: A book of lenses 1773: 1771: 1630:Guy W. Lecky-Thompson (1 January 2008). 1083:, sounds, animation, lighting and music; 1767: 273: 2960:Turns, rounds and time-keeping systems 2448:"Inside Xbox Series X: the full specs" 2446:Leadbetter, Richard (March 16, 2020). 2413:Leadbetter, Richard (March 18, 2020). 2094:Lebowitz, Josiah; Klug, Chris (2011). 1314:TIDE level editor showing tiles for a 4722:Good Design Award (Chicago Athenaeum) 2526:Herwig, Adrian; Paar, Philip (2002). 2394:from the original on January 14, 2021 2053: 2051: 2018:"The Art and Science of Level Design" 7: 2460:from the original on August 19, 2020 1798:from the original on 8 February 2023 146:adding citations to reliable sources 2427:from the original on March 18, 2020 2162:. February 17, 1999. Archived from 4666:American Institute of Graphic Arts 744:List of video game industry people 16:Discrete play space in video games 14: 4676:Design and Industries Association 2225:from the original on June 1, 2016 2075:from the original on 30 June 2021 1296:developed for the specific game. 326: 88:to comply with Knowledge (XXG)'s 45:This article has multiple issues. 2676:. Cengage Learning. p. 84. 1727:Shahrani, Sam (April 25, 2006). 1609:Lewis Pulsipher (25 July 2012). 1150:Often the level layouts feature 537:Intellectual property protection 260: 122: 75: 34: 2690:from the original on 2023-02-08 2196:from the original on 2020-02-01 2118:from the original on 2023-02-08 1902:from the original on 2011-10-26 1876:from the original on 2011-08-09 133:needs additional citations for 53:or discuss these issues on the 4671:Chartered Society of Designers 2380:Avard, Alex (March 21, 2019). 1588:Scott Rogers (16 April 2014). 1: 4742:Prince Philip Designers Prize 3385:Architectural lighting design 1745:Challenges for Game Designers 1672:Challenges for Game Designers 1418:Shoot-'Em-Up Construction Kit 993:, the levels are designed as 739:List of video game publishers 727:List of video game developers 4548:Electronic design automation 4531:Virtual home design software 3503:Automotive suspension design 2757:Glossary of video game terms 2612: 2248: 1991: 1693:. Delmar: Cengage Learning. 1054:that exist as of the 2020s. 754:List of video game magazines 3407:Environmental impact design 2340: 2296: 2284: 2272: 1948: 1894:Kevin VanOrd (2008-11-11). 1400:(SDK) is sometimes needed. 749:List of video game websites 5120: 4686:International Forum Design 4056:Engineering design process 2707: 2656:. March 1996. p. 30. 2595: 2584:Brathwaite, Schreiber 2009 2583: 2571: 2493: 2481: 2367: 2355: 2260: 2042: 1973:Brathwaite, Schreiber 2009 1972: 1960: 1921:"Chapter XVII: Interloper" 1870:"Batman: Vengeance Review" 1868:Andrew Park (2002-10-11). 1691:Game Industry Career Guide 1633:Video Game Design Revealed 1499: 1469:Sega Studios San Francisco 1466: 1448: 1407: 1303: 1202:Xbox Series X and Series S 855: 673:Advertising in video games 18: 5021: 4769: 4758: 4487: 4461: 3917: 3906: 3808:Integrated circuit design 3730:Stage/set lighting design 3619:Hardware interface design 3535:Hardware interface design 3244: 3233: 3215: 2754: 2142:, p. 22, August 1984 2069:Future Publishing Limited 1001:3D first-person shooters 883:game development software 542:Digital rights management 4643:Industrial design rights 4631:Fashion design copyright 4543:Design quality indicator 3992:Creative problem-solving 3783:Electrical system design 3639:Sonic interaction design 3550:Photographic lens design 3424:Healthy community design 2988:Destructible environment 1398:software development kit 1260:Sometimes, professional 995:three-dimensional spaces 157:"Level" video games 101:may contain suggestions. 86:may need to be rewritten 4839:New product development 4804:Enterprise architecture 4732:IF Product Design Award 4691:Design Research Society 4243:Reliability engineering 2309:Parish, Jeremy (2012). 2136:"Lode Runner Contest", 1844:"Half-Life: Blue Shift" 1747:. Charles River Media. 1674:. Charles River Media. 1057:General steps include: 802:(also referred to as a 269:Part of a series on the 5099:Video game terminology 5094:Video game development 4295:Top-down and bottom-up 3644:User experience design 3545:Packaging and labeling 3518:Electric guitar design 3456:Landscape architecture 1896:"Mirror's Edge Review" 1778:Schell, Jesse (2014). 1708:Oxland, Kevin (2004). 1334: 1325:A level editor in the 1318: 1222:Video game programmers 1212:A level designer is a 1035:user-generated content 998: 901: 858:Video game development 254: 245:level design from the 25:Level (disambiguation) 23:. For other uses, see 4824:Innovation management 4707:European Design Award 4473:Intellectual property 4290:Theory of constraints 4253:Responsibility-driven 4093:For manufacturability 3997:Creativity techniques 3835:Nuclear weapon design 3649:User interface design 3513:Corrugated box design 3434:Interior architecture 3030:Procedural generation 2139:Computer Gaming World 2071:. 13 September 2008. 1566:List of gaming topics 1355:game development tool 1324: 1313: 1306:List of level editors 1099:non-player characters 982: 896: 241: 5084:1979 in video gaming 4869:Unintelligent design 4849:Philosophy of design 4563:Design specification 4516:Comprehensive layout 4088:For behaviour change 4061:Probabilistic design 3823:Power network design 3360:Visual merchandising 3317:Instructional design 3295:Postage stamp design 2817:Non-player character 2537:. pp. 161–172. 2166:on December 18, 2009 2102:Taylor & Francis 1850:on December 16, 2008 1636:. Cengage Learning. 1410:Game creation system 1248:Level creation tools 985:3D computer graphics 606:Downloadable content 142:improve this article 4789:Creative industries 4712:German Design Award 4621:Design infringement 4506:Architectural model 3845:Organization design 3840:Nucleic acid design 3788:Experimental design 3341:Traffic sign design 3056:Movement techniques 2840:Collision detection 1710:Gameplay and design 1651:Bates, Bob (2004). 1425:Gameplay alteration 1262:3D editing software 1046:of a level editor. 1017:activity, and many 589:Episodic video game 275:Video game industry 4854:Process simulation 4829:Intelligent design 4153:Intelligence-based 4148:Integrated topside 4078:Framework-oriented 3763:Behavioural design 3634:Information design 3312:Information design 3137:Advance And Secure 2221:. April 25, 2003. 2024:on 3 December 2002 1712:. Addison Wesley. 1556:Mod (video gaming) 1335: 1319: 1189:solid-state drives 999: 902: 879:environment design 614:Games as a service 255: 5104:Video game levels 5071: 5070: 5017: 5016: 4784:Conceptual design 4754: 4753: 4750: 4749: 4737:James Dyson Award 4593:Website wireframe 4583:Technical drawing 4457: 4456: 4305:Transgenerational 4046:Ecological design 3922:Activity-centered 3902: 3901: 3898: 3897: 3880:Spacecraft design 3674:Public art design 3612:Video game design 3590:Experience design 3560:Production design 3540:Motorcycle design 3498:Automotive design 3402:Ecological design 3280:Film title design 3175: 3174: 3152:Last man standing 2935:Scripted sequence 2683:978-1-4354-3947-4 2535:Hochschule Anhalt 2482:Moore, Novak 2010 2111:978-0-240-81717-0 2014:Bleszinski, Cliff 1828:978-1-56881-305-9 1791:978-1-4665-9864-5 1754:978-1-58450-580-8 1700:978-1-4283-7647-2 1681:978-1-58450-580-8 1643:978-1-58450-607-2 1622:978-0-7864-9105-6 1601:978-1-118-87719-7 1341:(also known as a 1112:Super Mario Bros. 900:video game levels 862:Video game design 792: 791: 634:Microtransactions 403:Interactive movie 236: 235: 228: 218: 217: 210: 192: 116: 115: 90:quality standards 68: 5111: 5063: 5056: 5049: 5042: 5035: 5028: 4760: 4637:Geschmacksmuster 4611:Community design 4489: 4463: 4223:Process-centered 4019:Design–bid–build 3987:Cradle-to-cradle 3967:Concept-oriented 3908: 3885:Strategic design 3855:Processor design 3830:Mechanism design 3798:Geometric design 3758:Algorithm design 3698:Jewellery design 3629:Immersive design 3523:Furniture design 3468:Landscape design 3246: 3235: 3202: 3195: 3188: 3179: 3167:King of the hill 3142:Capture the flag 3025:Persistent world 2993:Instance dungeon 2920:Random encounter 2915:Quick time event 2822:Player character 2781:Experience point 2740: 2733: 2726: 2717: 2711: 2705: 2699: 2698: 2696: 2695: 2667: 2661: 2660: 2643: 2637: 2636: 2622: 2616: 2610: 2599: 2593: 2587: 2581: 2575: 2569: 2563: 2562: 2560: 2559: 2553: 2547:. Archived from 2546: 2532: 2523: 2517: 2516:, 28 March 2016. 2506: 2497: 2491: 2485: 2479: 2470: 2469: 2467: 2465: 2443: 2437: 2436: 2434: 2432: 2410: 2404: 2403: 2401: 2399: 2377: 2371: 2365: 2359: 2353: 2344: 2338: 2332: 2331: 2329: 2328: 2319:. Archived from 2306: 2300: 2294: 2288: 2282: 2276: 2270: 2264: 2258: 2252: 2246: 2235: 2234: 2232: 2230: 2211: 2205: 2204: 2202: 2201: 2182: 2176: 2175: 2173: 2171: 2150: 2144: 2143: 2133: 2127: 2126: 2124: 2123: 2091: 2085: 2084: 2082: 2080: 2055: 2046: 2040: 2034: 2033: 2031: 2029: 2020:. Archived from 2010: 1995: 1989: 1976: 1970: 1964: 1958: 1952: 1946: 1940: 1939: 1937: 1936: 1927:. Archived from 1917: 1911: 1910: 1908: 1907: 1891: 1885: 1884: 1882: 1881: 1865: 1859: 1858: 1856: 1855: 1846:. Archived from 1839: 1833: 1832: 1814: 1808: 1807: 1805: 1803: 1775: 1758: 1739: 1737: 1735: 1723: 1704: 1685: 1666: 1647: 1626: 1605: 1404:Construction set 1185:hard disk drives 1143:Player directing 1081:graphic textures 784: 777: 770: 639:In-game currency 264: 257: 231: 224: 213: 206: 202: 199: 193: 191: 150: 126: 118: 111: 108: 102: 79: 71: 60: 38: 37: 30: 21:Experience point 5119: 5118: 5114: 5113: 5112: 5110: 5109: 5108: 5074: 5073: 5072: 5067: 5061: 5054: 5047: 5040: 5033: 5026: 5013: 4814:Futures studies 4765: 4746: 4695: 4654: 4603: 4597: 4483: 4482: 4453: 4359:Value sensitive 4349:User innovation 4228:Public interest 4193:Object-oriented 3913: 3894: 3875:Software design 3865:Research design 3818:Physical design 3773:Database design 3747: 3745: 3739: 3715:Property design 3710:Game art design 3664: 3658: 3581: 3574: 3489: 3482: 3439:Interior design 3390:Building design 3371: 3364: 3251: 3240: 3229: 3211: 3206: 3176: 3171: 3125: 3072: 3051: 2976: 2826: 2795: 2759: 2750: 2744: 2714: 2706: 2702: 2693: 2691: 2684: 2669: 2668: 2664: 2652:. No. 15. 2649:Next Generation 2645: 2644: 2640: 2631:. No. 38. 2628:Next Generation 2624: 2623: 2619: 2611: 2602: 2594: 2590: 2582: 2578: 2570: 2566: 2557: 2555: 2551: 2530: 2525: 2524: 2520: 2507: 2500: 2492: 2488: 2480: 2473: 2463: 2461: 2445: 2444: 2440: 2430: 2428: 2412: 2411: 2407: 2397: 2395: 2379: 2378: 2374: 2366: 2362: 2354: 2347: 2339: 2335: 2326: 2324: 2308: 2307: 2303: 2295: 2291: 2283: 2279: 2271: 2267: 2259: 2255: 2247: 2238: 2228: 2226: 2213: 2212: 2208: 2199: 2197: 2184: 2183: 2179: 2169: 2167: 2152: 2151: 2147: 2135: 2134: 2130: 2121: 2119: 2112: 2093: 2092: 2088: 2078: 2076: 2057: 2056: 2049: 2041: 2037: 2027: 2025: 2012: 2011: 1998: 1990: 1979: 1971: 1967: 1959: 1955: 1947: 1943: 1934: 1932: 1919: 1918: 1914: 1905: 1903: 1893: 1892: 1888: 1879: 1877: 1867: 1866: 1862: 1853: 1851: 1841: 1840: 1836: 1829: 1816: 1815: 1811: 1801: 1799: 1792: 1777: 1776: 1769: 1765: 1755: 1742: 1733: 1731: 1726: 1720: 1707: 1701: 1688: 1682: 1669: 1663: 1650: 1644: 1629: 1623: 1608: 1602: 1587: 1584: 1551:Online creation 1547: 1535:Invisible walls 1520: 1504: 1498: 1476: 1465: 1463:Hidden features 1453: 1447: 1427: 1412: 1406: 1351:scenario editor 1308: 1302: 1250: 1210: 1172: 1170:Level streaming 1145: 1132: 1043: 1019:WAD level files 898:Two-dimensional 891: 872: 866:Game art design 854: 832:obstacle course 828:Green Hill Zone 823:interest high. 788: 759: 758: 722: 714: 713: 709:Game journalism 699: 691: 690: 675: 669: 625: 610: 569: 555: 554: 553: 547:Copy protection 523: 503: 472: 462: 461: 441: 374: 366: 365: 318: 298: 286: 232: 221: 220: 219: 214: 203: 197: 194: 151: 149: 139: 127: 112: 106: 103: 93: 80: 39: 35: 28: 17: 12: 11: 5: 5117: 5115: 5107: 5106: 5101: 5096: 5091: 5086: 5076: 5075: 5069: 5068: 5066: 5065: 5058: 5051: 5044: 5037: 5030: 5022: 5019: 5018: 5015: 5014: 5012: 5011: 5006: 5001: 4996: 4991: 4986: 4981: 4976: 4971: 4966: 4961: 4956: 4951: 4946: 4941: 4936: 4931: 4926: 4921: 4916: 4915: 4914: 4909: 4899: 4894: 4889: 4882: 4881: 4879:Wicked problem 4876: 4871: 4866: 4861: 4856: 4851: 4846: 4841: 4836: 4831: 4826: 4821: 4816: 4811: 4806: 4801: 4796: 4791: 4786: 4781: 4776: 4770: 4767: 4766: 4764:Related topics 4763: 4756: 4755: 4752: 4751: 4748: 4747: 4745: 4744: 4739: 4734: 4729: 4724: 4719: 4714: 4709: 4703: 4701: 4697: 4696: 4694: 4693: 4688: 4683: 4681:Design Council 4678: 4673: 4668: 4662: 4660: 4656: 4655: 4653: 4652: 4651: 4650: 4648:European Union 4640: 4633: 4628: 4623: 4618: 4613: 4607: 4605: 4599: 4598: 4596: 4595: 4590: 4585: 4580: 4575: 4570: 4565: 4560: 4555: 4550: 4545: 4540: 4535: 4534: 4533: 4528: 4518: 4513: 4508: 4503: 4497: 4495: 4485: 4484: 4481: 4480: 4477: 4474: 4471: 4467: 4466: 4459: 4458: 4455: 4454: 4452: 4451: 4446: 4441: 4436: 4431: 4426: 4421: 4416: 4411: 4406: 4401: 4396: 4391: 4386: 4381: 4376: 4369: 4368: 4367: 4366: 4356: 4351: 4346: 4345: 4344: 4334: 4329: 4327:Usage-centered 4324: 4323: 4322: 4320:Design for All 4312: 4307: 4302: 4300:Transformation 4297: 4292: 4287: 4282: 4281: 4280: 4270: 4265: 4260: 4255: 4250: 4248:Research-based 4245: 4240: 4235: 4230: 4225: 4220: 4215: 4213:Platform-based 4210: 4205: 4200: 4195: 4190: 4185: 4180: 4175: 4170: 4165: 4163:KISS principle 4160: 4155: 4150: 4145: 4140: 4135: 4130: 4125: 4120: 4115: 4110: 4105: 4100: 4095: 4090: 4085: 4080: 4075: 4073:Fault-tolerant 4070: 4068:Error-tolerant 4065: 4064: 4063: 4053: 4051:Energy neutral 4048: 4043: 4038: 4033: 4032: 4031: 4021: 4016: 4011: 4010: 4009: 4007:Design fiction 3999: 3994: 3989: 3984: 3979: 3974: 3969: 3964: 3959: 3954: 3949: 3944: 3939: 3934: 3929: 3924: 3918: 3915: 3914: 3911: 3904: 3903: 3900: 3899: 3896: 3895: 3893: 3892: 3890:Systems design 3887: 3882: 3877: 3872: 3867: 3862: 3860:Protein design 3857: 3852: 3850:Process design 3847: 3842: 3837: 3832: 3827: 3826: 3825: 3820: 3815: 3813:Circuit design 3805: 3800: 3795: 3790: 3785: 3780: 3775: 3770: 3765: 3760: 3754: 3752: 3741: 3740: 3738: 3737: 3735:Textile design 3732: 3727: 3722: 3717: 3712: 3707: 3702: 3701: 3700: 3695: 3693:Costume design 3688:Fashion design 3685: 3676: 3670: 3668: 3660: 3659: 3657: 3656: 3651: 3646: 3641: 3636: 3631: 3626: 3621: 3616: 3615: 3614: 3609: 3599: 3598: 3597: 3586: 3584: 3576: 3575: 3573: 3572: 3570:Service design 3567: 3565:Sensory design 3562: 3557: 3555:Product design 3552: 3547: 3542: 3537: 3532: 3531: 3530: 3520: 3515: 3510: 3505: 3500: 3494: 3492: 3484: 3483: 3481: 3480: 3475: 3473:Spatial design 3470: 3465: 3464: 3463: 3453: 3451:Keyline design 3448: 3447: 3446: 3436: 3431: 3426: 3421: 3420: 3419: 3417:Computer-aided 3409: 3404: 3399: 3398: 3397: 3387: 3382: 3376: 3374: 3366: 3365: 3363: 3362: 3357: 3352: 3343: 3334: 3329: 3324: 3319: 3314: 3309: 3304: 3303: 3302: 3297: 3292: 3285:Graphic design 3282: 3277: 3275:Exhibit design 3272: 3267: 3262: 3256: 3254: 3242: 3241: 3238: 3231: 3230: 3228: 3227: 3222: 3216: 3213: 3212: 3207: 3205: 3204: 3197: 3190: 3182: 3173: 3172: 3170: 3169: 3164: 3159: 3154: 3149: 3144: 3139: 3133: 3131: 3127: 3126: 3124: 3123: 3118: 3113: 3112: 3111: 3106: 3096: 3091: 3086: 3080: 3078: 3074: 3073: 3071: 3070: 3065: 3063:Rocket jumping 3059: 3057: 3053: 3052: 3050: 3049: 3044: 3039: 3038: 3037: 3027: 3022: 3017: 3012: 3011: 3010: 3005: 2995: 2990: 2984: 2982: 2978: 2977: 2975: 2974: 2973: 2972: 2962: 2957: 2952: 2947: 2942: 2937: 2932: 2927: 2922: 2917: 2912: 2907: 2902: 2897: 2892: 2887: 2885:Loading screen 2882: 2877: 2872: 2870:Invisible wall 2867: 2862: 2857: 2852: 2847: 2842: 2836: 2834: 2828: 2827: 2825: 2824: 2819: 2814: 2809: 2803: 2801: 2797: 2796: 2794: 2793: 2788: 2783: 2778: 2773: 2767: 2765: 2761: 2760: 2755: 2752: 2751: 2745: 2743: 2742: 2735: 2728: 2720: 2713: 2712: 2700: 2682: 2662: 2638: 2635:. p. 107. 2617: 2600: 2588: 2576: 2564: 2518: 2498: 2486: 2471: 2438: 2405: 2372: 2360: 2345: 2333: 2301: 2289: 2277: 2265: 2253: 2236: 2206: 2177: 2145: 2128: 2110: 2104:. p. 14. 2086: 2047: 2035: 1996: 1977: 1965: 1953: 1951:, pp.21-22,126 1941: 1912: 1886: 1860: 1834: 1827: 1809: 1790: 1766: 1764: 1761: 1760: 1759: 1753: 1740: 1724: 1718: 1705: 1699: 1686: 1680: 1667: 1661: 1648: 1642: 1627: 1621: 1606: 1600: 1583: 1580: 1579: 1578: 1573: 1568: 1563: 1558: 1553: 1546: 1543: 1519: 1516: 1500:Main article: 1497: 1494: 1486:Wolfenstein 3D 1464: 1461: 1449:Main article: 1446: 1443: 1426: 1423: 1405: 1402: 1367:level designer 1359:virtual worlds 1301: 1298: 1249: 1246: 1209: 1208:Level designer 1206: 1177:loading screen 1171: 1168: 1144: 1141: 1131: 1128: 1103: 1102: 1091: 1084: 1077: 1074: 1071: 1068: 1065: 1062: 1042: 1039: 983:In games with 916:Space Invaders 890: 887: 853: 850: 790: 789: 787: 786: 779: 772: 764: 761: 760: 757: 756: 751: 746: 741: 736: 735: 734: 723: 720: 719: 716: 715: 712: 711: 706: 700: 697: 696: 693: 692: 689: 688: 687: 686: 681: 668: 667: 666: 665: 655: 654: 653: 643: 642: 641: 631: 624: 623: 622: 621: 609: 608: 603: 598: 593: 592: 591: 586: 584:Expansion pack 581: 570: 561: 560: 557: 556: 552: 551: 550: 549: 544: 534: 529: 522: 521: 520: 519: 517:Content rating 509: 502: 501: 500: 499: 494: 489: 484: 473: 468: 467: 464: 463: 460: 459: 458: 457: 447: 445:Arcade cabinet 440: 439: 438: 437: 432: 431: 430: 425: 420: 410: 405: 400: 395: 390: 375: 372: 371: 368: 367: 364: 363: 358: 353: 348: 347: 346: 341: 331: 330: 329: 317: 316: 315: 314: 309: 304: 293: 287: 282: 281: 278: 277: 271: 270: 266: 265: 234: 233: 216: 215: 130: 128: 121: 114: 113: 83: 81: 74: 69: 43: 42: 40: 33: 15: 13: 10: 9: 6: 4: 3: 2: 5116: 5105: 5102: 5100: 5097: 5095: 5092: 5090: 5087: 5085: 5082: 5081: 5079: 5064: 5059: 5057: 5052: 5050: 5045: 5043: 5038: 5036: 5031: 5029: 5024: 5023: 5020: 5010: 5007: 5005: 5002: 5000: 4997: 4995: 4994:specification 4992: 4990: 4987: 4985: 4982: 4980: 4977: 4975: 4972: 4970: 4967: 4965: 4962: 4960: 4957: 4955: 4952: 4950: 4947: 4945: 4942: 4940: 4937: 4935: 4932: 4930: 4927: 4925: 4922: 4920: 4917: 4913: 4910: 4908: 4907:architectural 4905: 4904: 4903: 4900: 4898: 4895: 4893: 4890: 4888: 4884: 4883: 4880: 4877: 4875: 4874:Visualization 4872: 4870: 4867: 4865: 4862: 4860: 4857: 4855: 4852: 4850: 4847: 4845: 4842: 4840: 4837: 4835: 4832: 4830: 4827: 4825: 4822: 4820: 4817: 4815: 4812: 4810: 4807: 4805: 4802: 4800: 4797: 4795: 4794:Cultural icon 4792: 4790: 4787: 4785: 4782: 4780: 4777: 4775: 4772: 4771: 4768: 4761: 4757: 4743: 4740: 4738: 4735: 4733: 4730: 4728: 4725: 4723: 4720: 4718: 4715: 4713: 4710: 4708: 4705: 4704: 4702: 4698: 4692: 4689: 4687: 4684: 4682: 4679: 4677: 4674: 4672: 4669: 4667: 4664: 4663: 4661: 4659:Organizations 4657: 4649: 4646: 4645: 4644: 4641: 4639: 4638: 4634: 4632: 4629: 4627: 4626:Design patent 4624: 4622: 4619: 4617: 4616:Design around 4614: 4612: 4609: 4608: 4606: 4600: 4594: 4591: 4589: 4586: 4584: 4581: 4579: 4576: 4574: 4571: 4569: 4566: 4564: 4561: 4559: 4556: 4554: 4551: 4549: 4546: 4544: 4541: 4539: 4536: 4532: 4529: 4527: 4524: 4523: 4522: 4519: 4517: 4514: 4512: 4509: 4507: 4504: 4502: 4499: 4498: 4496: 4494: 4490: 4486: 4478: 4476:Organizations 4475: 4472: 4469: 4468: 4464: 4460: 4450: 4447: 4445: 4442: 4440: 4437: 4435: 4432: 4430: 4427: 4425: 4422: 4420: 4417: 4415: 4412: 4410: 4407: 4405: 4402: 4400: 4397: 4395: 4392: 4390: 4387: 4385: 4382: 4380: 4377: 4375: 4371: 4370: 4365: 4362: 4361: 4360: 4357: 4355: 4352: 4350: 4347: 4343: 4340: 4339: 4338: 4337:User-centered 4335: 4333: 4330: 4328: 4325: 4321: 4318: 4317: 4316: 4313: 4311: 4308: 4306: 4303: 4301: 4298: 4296: 4293: 4291: 4288: 4286: 4285:Tableless web 4283: 4279: 4276: 4275: 4274: 4271: 4269: 4266: 4264: 4261: 4259: 4256: 4254: 4251: 4249: 4246: 4244: 4241: 4239: 4236: 4234: 4231: 4229: 4226: 4224: 4221: 4219: 4216: 4214: 4211: 4209: 4208:Participatory 4206: 4204: 4201: 4199: 4196: 4194: 4191: 4189: 4186: 4184: 4181: 4179: 4176: 4174: 4171: 4169: 4166: 4164: 4161: 4159: 4156: 4154: 4151: 4149: 4146: 4144: 4141: 4139: 4136: 4134: 4131: 4129: 4126: 4124: 4121: 4119: 4116: 4114: 4111: 4109: 4106: 4104: 4101: 4099: 4098:For Six Sigma 4096: 4094: 4091: 4089: 4086: 4084: 4081: 4079: 4076: 4074: 4071: 4069: 4066: 4062: 4059: 4058: 4057: 4054: 4052: 4049: 4047: 4044: 4042: 4041:Domain-driven 4039: 4037: 4034: 4030: 4029:architect-led 4027: 4026: 4025: 4022: 4020: 4017: 4015: 4012: 4008: 4005: 4004: 4003: 4000: 3998: 3995: 3993: 3990: 3988: 3985: 3983: 3980: 3978: 3975: 3973: 3972:Configuration 3970: 3968: 3965: 3963: 3960: 3958: 3955: 3953: 3950: 3948: 3945: 3943: 3940: 3938: 3937:Brainstorming 3935: 3933: 3930: 3928: 3925: 3923: 3920: 3919: 3916: 3909: 3905: 3891: 3888: 3886: 3883: 3881: 3878: 3876: 3873: 3871: 3870:Social design 3868: 3866: 3863: 3861: 3858: 3856: 3853: 3851: 3848: 3846: 3843: 3841: 3838: 3836: 3833: 3831: 3828: 3824: 3821: 3819: 3816: 3814: 3811: 3810: 3809: 3806: 3804: 3801: 3799: 3796: 3794: 3793:Filter design 3791: 3789: 3786: 3784: 3781: 3779: 3776: 3774: 3771: 3769: 3768:Boiler design 3766: 3764: 3761: 3759: 3756: 3755: 3753: 3751: 3742: 3736: 3733: 3731: 3728: 3726: 3723: 3721: 3720:Scenic design 3718: 3716: 3713: 3711: 3708: 3706: 3705:Floral design 3703: 3699: 3696: 3694: 3691: 3690: 3689: 3686: 3684: 3680: 3677: 3675: 3672: 3671: 3669: 3667: 3661: 3655: 3652: 3650: 3647: 3645: 3642: 3640: 3637: 3635: 3632: 3630: 3627: 3625: 3622: 3620: 3617: 3613: 3610: 3608: 3605: 3604: 3603: 3600: 3596: 3593: 3592: 3591: 3588: 3587: 3585: 3583: 3577: 3571: 3568: 3566: 3563: 3561: 3558: 3556: 3553: 3551: 3548: 3546: 3543: 3541: 3538: 3536: 3533: 3529: 3526: 3525: 3524: 3521: 3519: 3516: 3514: 3511: 3509: 3506: 3504: 3501: 3499: 3496: 3495: 3493: 3491: 3485: 3479: 3476: 3474: 3471: 3469: 3466: 3462: 3459: 3458: 3457: 3454: 3452: 3449: 3445: 3442: 3441: 3440: 3437: 3435: 3432: 3430: 3427: 3425: 3422: 3418: 3415: 3414: 3413: 3412:Garden design 3410: 3408: 3405: 3403: 3400: 3396: 3395:Passive solar 3393: 3392: 3391: 3388: 3386: 3383: 3381: 3378: 3377: 3375: 3373: 3370:Environmental 3367: 3361: 3358: 3356: 3353: 3351: 3347: 3344: 3342: 3338: 3335: 3333: 3332:Retail design 3330: 3328: 3325: 3323: 3320: 3318: 3315: 3313: 3310: 3308: 3305: 3301: 3298: 3296: 3293: 3291: 3288: 3287: 3286: 3283: 3281: 3278: 3276: 3273: 3271: 3268: 3266: 3263: 3261: 3258: 3257: 3255: 3253: 3250:Communication 3247: 3243: 3236: 3232: 3226: 3223: 3221: 3218: 3217: 3214: 3210: 3203: 3198: 3196: 3191: 3189: 3184: 3183: 3180: 3168: 3165: 3163: 3160: 3158: 3157:New Game Plus 3155: 3153: 3150: 3148: 3145: 3143: 3140: 3138: 3135: 3134: 3132: 3128: 3122: 3119: 3117: 3116:Single-player 3114: 3110: 3107: 3105: 3102: 3101: 3100: 3097: 3095: 3092: 3090: 3087: 3085: 3082: 3081: 3079: 3077:Forms of play 3075: 3069: 3066: 3064: 3061: 3060: 3058: 3054: 3048: 3045: 3043: 3040: 3036: 3033: 3032: 3031: 3028: 3026: 3023: 3021: 3018: 3016: 3013: 3009: 3006: 3004: 3001: 3000: 2999: 2996: 2994: 2991: 2989: 2986: 2985: 2983: 2979: 2971: 2968: 2967: 2966: 2963: 2961: 2958: 2956: 2955:Tank controls 2953: 2951: 2950:Status effect 2948: 2946: 2943: 2941: 2938: 2936: 2933: 2931: 2928: 2926: 2923: 2921: 2918: 2916: 2913: 2911: 2908: 2906: 2903: 2901: 2898: 2896: 2893: 2891: 2888: 2886: 2883: 2881: 2880:Line of sight 2878: 2876: 2873: 2871: 2868: 2866: 2863: 2861: 2858: 2856: 2853: 2851: 2850:Dialogue tree 2848: 2846: 2843: 2841: 2838: 2837: 2835: 2833: 2829: 2823: 2820: 2818: 2815: 2813: 2810: 2808: 2805: 2804: 2802: 2798: 2792: 2789: 2787: 2784: 2782: 2779: 2777: 2774: 2772: 2769: 2768: 2766: 2762: 2758: 2753: 2748: 2741: 2736: 2734: 2729: 2727: 2722: 2721: 2718: 2709: 2704: 2701: 2689: 2685: 2679: 2675: 2674: 2666: 2663: 2659: 2655: 2654:Imagine Media 2651: 2650: 2642: 2639: 2634: 2633:Imagine Media 2630: 2629: 2621: 2618: 2614: 2613:Shahrani 2006 2609: 2607: 2605: 2601: 2597: 2592: 2589: 2585: 2580: 2577: 2573: 2568: 2565: 2554:on 2017-08-09 2550: 2545: 2544:10.1.1.134.75 2540: 2536: 2529: 2522: 2519: 2515: 2511: 2505: 2503: 2499: 2495: 2490: 2487: 2483: 2478: 2476: 2472: 2459: 2455: 2454: 2449: 2442: 2439: 2426: 2422: 2421: 2416: 2409: 2406: 2393: 2389: 2388: 2383: 2376: 2373: 2369: 2364: 2361: 2357: 2352: 2350: 2346: 2342: 2337: 2334: 2323:on 2017-03-14 2322: 2318: 2317: 2312: 2305: 2302: 2298: 2293: 2290: 2286: 2281: 2278: 2274: 2269: 2266: 2262: 2257: 2254: 2250: 2249:Shahrani 2006 2245: 2243: 2241: 2237: 2224: 2220: 2216: 2210: 2207: 2195: 2191: 2187: 2181: 2178: 2165: 2161: 2160: 2155: 2154:"Lock'n'Lode" 2149: 2146: 2141: 2140: 2132: 2129: 2117: 2113: 2107: 2103: 2099: 2098: 2090: 2087: 2074: 2070: 2066: 2065: 2060: 2059:"Donkey Kong" 2054: 2052: 2048: 2044: 2039: 2036: 2023: 2019: 2015: 2009: 2007: 2005: 2003: 2001: 1997: 1993: 1992:Shahrani 2006 1988: 1986: 1984: 1982: 1978: 1974: 1969: 1966: 1962: 1957: 1954: 1950: 1945: 1942: 1931:on 2011-08-08 1930: 1926: 1922: 1916: 1913: 1901: 1897: 1890: 1887: 1875: 1871: 1864: 1861: 1849: 1845: 1838: 1835: 1830: 1824: 1820: 1813: 1810: 1797: 1793: 1787: 1783: 1782: 1774: 1772: 1768: 1762: 1756: 1750: 1746: 1741: 1730: 1725: 1721: 1719:0-321-20467-0 1715: 1711: 1706: 1702: 1696: 1692: 1687: 1683: 1677: 1673: 1668: 1664: 1662:1-59200-493-8 1658: 1654: 1649: 1645: 1639: 1635: 1634: 1628: 1624: 1618: 1615:. McFarland. 1614: 1613: 1607: 1603: 1597: 1593: 1592: 1586: 1585: 1581: 1577: 1574: 1572: 1571:Game tutorial 1569: 1567: 1564: 1562: 1559: 1557: 1554: 1552: 1549: 1548: 1544: 1542: 1538: 1536: 1532: 1528: 1523: 1517: 1515: 1513: 1509: 1503: 1495: 1493: 1490: 1488: 1487: 1482: 1474: 1470: 1462: 1460: 1458: 1452: 1444: 1442: 1439: 1435: 1433: 1424: 1422: 1420: 1419: 1411: 1403: 1401: 1399: 1395: 1390: 1388: 1387: 1381: 1379: 1374: 1370: 1368: 1364: 1360: 1356: 1352: 1348: 1344: 1340: 1333: 1332: 1328: 1327:strategy game 1323: 1317: 1316:side scroller 1312: 1307: 1299: 1297: 1295: 1291: 1287: 1286:Softimage XSI 1283: 1279: 1275: 1271: 1267: 1266:3D Studio Max 1263: 1258: 1256: 1255:game's engine 1247: 1245: 1243: 1242:game designer 1239: 1238:visual artist 1235: 1231: 1227: 1223: 1219: 1215: 1214:game designer 1207: 1205: 1203: 1199: 1198:PlayStation 5 1194: 1190: 1186: 1182: 1178: 1169: 1167: 1165: 1161: 1158: 1155: 1153: 1148: 1142: 1140: 1138: 1129: 1127: 1124: 1121: 1119: 1115: 1114: 1113: 1108: 1100: 1096: 1092: 1089: 1085: 1082: 1078: 1075: 1072: 1069: 1066: 1063: 1060: 1059: 1058: 1055: 1053: 1047: 1040: 1038: 1036: 1032: 1031: 1026: 1025: 1020: 1016: 1012: 1011: 1006: 1005: 996: 992: 991: 986: 981: 977: 975: 970: 968: 967: 962: 961: 956: 952: 951: 945: 943: 939: 935: 931: 930: 926: 925:platform game 922: 918: 917: 912: 907: 899: 895: 888: 886: 884: 880: 876: 871: 867: 863: 859: 851: 849: 847: 843: 842: 837: 833: 829: 824: 821: 817: 813: 809: 805: 801: 797: 785: 780: 778: 773: 771: 766: 765: 763: 762: 755: 752: 750: 747: 745: 742: 740: 737: 733: 730: 729: 728: 725: 724: 718: 717: 710: 707: 705: 702: 701: 695: 694: 685: 682: 680: 677: 676: 674: 671: 670: 664: 661: 660: 659: 656: 652: 649: 648: 647: 644: 640: 637: 636: 635: 632: 630: 627: 626: 620: 617: 616: 615: 612: 611: 607: 604: 602: 599: 597: 594: 590: 587: 585: 582: 580: 577: 576: 575: 572: 571: 568: 564: 559: 558: 548: 545: 543: 540: 539: 538: 535: 533: 530: 528: 525: 524: 518: 515: 514: 513: 510: 508: 505: 504: 498: 495: 493: 490: 488: 485: 483: 480: 479: 478: 475: 474: 471: 466: 465: 456: 453: 452: 451: 448: 446: 443: 442: 436: 433: 429: 426: 424: 421: 419: 416: 415: 414: 411: 409: 406: 404: 401: 399: 396: 394: 391: 389: 385: 382: 381: 380: 377: 376: 370: 369: 362: 359: 357: 354: 352: 349: 345: 342: 340: 337: 336: 335: 332: 328: 325: 324: 323: 320: 319: 313: 310: 308: 305: 303: 300: 299: 297: 294: 292: 289: 288: 285: 280: 279: 276: 272: 268: 267: 263: 259: 258: 253: 252: 248: 244: 240: 230: 227: 212: 209: 201: 190: 187: 183: 180: 176: 173: 169: 166: 162: 159: â€“  158: 154: 153:Find sources: 147: 143: 137: 136: 131:This article 129: 125: 120: 119: 110: 100: 96: 91: 87: 84:This article 82: 78: 73: 72: 67: 65: 58: 57: 52: 51: 46: 41: 32: 31: 26: 22: 5089:Computer art 4864:STEAM fields 4834:Lean startup 4819:Indie design 4635: 4602:Intellectual 4354:Value-driven 4332:Use-centered 4238:Regenerative 4218:Policy-based 4178:Mind mapping 4083:For assembly 4024:Design–build 3942:By committee 3927:Adaptive web 3725:Sound design 3683:glass design 3681: / 3666:applied arts 3607:Level design 3606: 3478:Urban design 3429:Hotel design 3380:Architecture 3355:Video design 3348: / 3339: / 3307:Illustration 3300:Print design 3270:Brand design 3121:Speedrunning 2997: 2925:Replay value 2791:Critical hit 2710:, pp.117-118 2703: 2692:. Retrieved 2672: 2665: 2657: 2647: 2641: 2626: 2620: 2591: 2579: 2567: 2556:. Retrieved 2549:the original 2534: 2521: 2514:DusteD Games 2513: 2489: 2462:. Retrieved 2451: 2441: 2429:. Retrieved 2418: 2408: 2396:. Retrieved 2385: 2375: 2370:, pp.113-114 2363: 2358:, pp.111-112 2343:, pp.140-141 2336: 2325:. Retrieved 2321:the original 2314: 2304: 2292: 2287:, pp.128-130 2280: 2275:, pp.132-135 2268: 2256: 2227:. Retrieved 2218: 2209: 2198:. Retrieved 2189: 2180: 2168:. Retrieved 2164:the original 2157: 2148: 2137: 2131: 2120:. Retrieved 2096: 2089: 2077:. Retrieved 2062: 2038: 2026:. Retrieved 2022:the original 1968: 1956: 1944: 1933:. Retrieved 1929:the original 1915: 1904:. Retrieved 1898:. GameSpot. 1889: 1878:. Retrieved 1872:. GameSpot. 1863: 1852:. Retrieved 1848:the original 1837: 1818: 1812: 1800:. Retrieved 1780: 1744: 1732:. 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