Level Design: Concept, Theory, and Practice

Author:   Rudolf Kremers
Publisher:   Taylor & Francis Ltd
ISBN:  

9781138427952


Pages:   404
Publication Date:   28 June 2018
Replaced By:   9780367281540
Format:   Hardback
Availability:   In Print   Availability explained
This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us.

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Level Design: Concept, Theory, and Practice


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Overview

Good or bad level design can make or break any game, so it is surprising how little reference material exists for level designers. Beginning level designers have a limited understanding of the tools and techniques they can use to achieve their goals, or even define them. This book is the first to use a conceptual and theoretical foundation to build such a set of practical tools and techniques. It is tied to no particular technology or genre, so it will be a useful reference for many years to come. Kremers covers many concepts universal to level design, such as interactivity, world building, immersion, sensory perception, pace, and more, and he shows how to apply these concepts in practical ways, with many examples from real games.

Full Product Details

Author:   Rudolf Kremers
Publisher:   Taylor & Francis Ltd
Imprint:   CRC Press
Weight:   0.929kg
ISBN:  

9781138427952


ISBN 10:   1138427950
Pages:   404
Publication Date:   28 June 2018
Audience:   Professional and scholarly ,  General/trade ,  Professional & Vocational ,  General
Replaced By:   9780367281540
Format:   Hardback
Publisher's Status:   Active
Availability:   In Print   Availability explained
This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us.

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Reviews

A book on level design comprehensive and relevant enough that I can recommend it to professional colleagues and students alike. The industry has needed a book like this for years. Kremers leaves no stone unturned, touching upon the relationship between level design and the game’s lighting, audio, story, artificial intelligence, mechanics, puzzles . . . It’s a truly grand task to take in the domain of ‘level design’ and try to wrap it up into a book of manageable length. Kremers has succeeded in doing so, unafraid to mix in the relevant considerations of game design, art, and psychology where applicable. —Chris DeLeon, February 2010 This is not just another book that deals with the discipline of level design. ... This book covers relevant concepts and theories behind designing levels. Instruction in building levels is replaced by fascinating examinations behind the reasons why. —A. Chen, CHOICE Magazine, June 2010


A book on level design comprehensive and relevant enough that I can recommend it to professional colleagues and students alike. The industry has needed a book like this for years. Kremers leaves no stone unturned, touching upon the relationship between level design and the game's lighting, audio, story, artificial intelligence, mechanics, puzzles . . . It's a truly grand task to take in the domain of 'level design' and try to wrap it up into a book of manageable length. Kremers has succeeded in doing so, unafraid to mix in the relevant considerations of game design, art, and psychology where applicable. -Chris DeLeon, February 2010 This is not just another book that deals with the discipline of level design. ... This book covers relevant concepts and theories behind designing levels. Instruction in building levels is replaced by fascinating examinations behind the reasons why. -A. Chen, CHOICE Magazine, June 2010


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Rudolf Kremers

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