"Preproduction Blueprint" is a complete system for planning your game environments and level designs. This could be for a playable level or a game environment exploration to show off in a portfolio. Planning process is called pre-production and what you end up with is a "Preproduction Blueprint". It is an essential step to finishing your projects. Unfortunately, planning tends to be a rushed part of the process or completely ignored. Creating a game environment or a level design is very similar. Once you have an idea you have to go through the steps
Rushing into a level design or game environment without planning will most likely result in unfinished project. All you need is a solid plan of what your environment is going to look and play like prior to creating it. "Preproduction Blueprint" is the planning system and workbook. These are the same steps I use to design environments and levels. It took me years to figure out and to refine so you don’t have to. I laid everything out for you to use in a step-by-step process. After going through the book, you’ll be able to close your eyes and walk through the environment. The level will be finished in your mind. The next step will be to open up a level editor and begin construction.
This book was so bad, I think it made me more cockeyed. The only benefit to this book was that the writer had so many grammar and spelling mistakes, it made me feel smarter. Would read again with a red pen in hand.
It took me a very long time to get through all of the information contained in this book, but I took my time with it and find it to be a really great resource! It goes over pretty much everything you would need to know to create a game level in any medium or any style. The wealth of resources you're given at the end of the book is worth it's weight in gold for how much was researched and provided for you to use for all of your future games.
The only thing I would say is a downside for this book is that it needs a good once over by an editor since it seems like the author isn't a native English speaker.
But that aside, I would definitely give this book a try and, if you find it as valuable a resource as I do, add it to your game dev reference shelf.
Limited in scope primarily to fan levels of games like counterstrike and portfolio projects. Neglects 2D games and preproduction for larger games composed of levels or areas. That said, what's there is good, but the value is somewhat limited in scope.
If you are new to the industry this might be a good start because it tackles lots of concepts, that being said, the book can be redundant at times to increase its length, it also only focuses on 3D spaces. And it may also be a little outdated in the sense of game examples. At the end it provides a lot of ideas which are appreciated.