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Level Design: Concept, Theory, and Practice
 
 
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Level Design: Concept, Theory, and Practice [Paperback]

Rudolf Kremers
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Frequently Bought Together

Level Design: Concept, Theory, and Practice + The Art of Game Design: A book of lenses: A Book of Lenses + Level Up!: The Guide to Great Video Game Design
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Product details

  • Paperback: 408 pages
  • Publisher: A K Peters/CRC Press; First edition (21 Oct 2009)
  • Language English
  • ISBN-10: 1568813384
  • ISBN-13: 978-1568813387
  • Product Dimensions: 23.4 x 18.8 x 2.5 cm
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Bestsellers Rank: 461,395 in Books (See Top 100 in Books)
  • See Complete Table of Contents

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Rudolf Kremers
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Product Description

Review

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

Product Description

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.

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Front Cover | Copyright | Table of Contents | Excerpt | Index | Back Cover
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1 of 1 people found the following review helpful
Format:Paperback
I work in the games industry and I also make small games in my spare time for my own creative outlet. As such I am always looking for ways to improve what I do and I must admit level design is a bit of mystery for me and one of my great failings. This book has managed to lift the lid of a lot of techniques and theory behind level design and has actually changed how I approach the task now in a positive way. It's not an easy task but with this book as a guide I am sure that I will get over that one remaining block.

I look forward to reading more from this author.
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Format:Paperback
I am always searching around for good game design books and Level Design is a welcome addition to my bookshelf! As the title indicates it covers the concept, theory and practice of level design. The text spends an equal amount of time on each subject, so probably wouldn't appeal to someone just looking for a strict "how-to" practice book or for a text that deals solely in videogame theory. It isn't overly long and is easy to read, but still seems substantial. It's perfect for an undergraduate student studying game design/ development. Most of all it provides lots of food for thought. Not to mention it's written by one of the masterminds behind Dyson!
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Amazon.com:  1 review
0 of 2 people found the following review helpful
On time! 27 Feb 2012
By ValtheRed - Published on Amazon.com
Format:Paperback|Amazon Verified Purchase
This showed up on time and in great condition from the seller. Very helpful book that was suggested by my professor. Unlike alot of game design books, this one doesn't talk about game design and then become all about explaining one particular game engine. It's really just about design, which is a nice thing!
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