AS OUR INDUSTRY MOVES forward in developing a critical framework from which to understand game design, we must not leave other vital elements of game development, such as level design, behind. We must learn to balance game design’s own firmitas, utilitias, and venustas—functional requirements, usability, and delight—rather than ignore one to focus on another.
We have explored many facets of both architecture and games here. We began with a historical foundation of both arts and discovered ways in which each dealt with technical and societal factors to create meaningful experiences. This led us to explore methods for analyzing spatial design and documenting this analysis through plan, section, elevation, and other representational methods. ...
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