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Level Design: Concept, Theory, and Practice Paperback – 21 Oct 2009
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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
About the Author
Rudolf Kremers is a veteran game designer who has worked on a plethora of games ranging from small and fun titles for handheld systems to multi-million selling games and franchises on consoles and PCs. His professional experience includes work on original IP as well as famous established brands like Harry Potter, Championship Manager, and Avatar the Last Airbender. Kremers is the founder of Omni Systems, which produces and develops games and (interactive) media that push for progressive, positive, or social video game experiences. Additionally he works as a games consultant. He is the co-developer of an exciting new game, Eufloria (formerly Dyson), which will be launched this fall. He lives in Folkestone in Great Britain.
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There is NO level design theory here, but rather, existing game design theory that has been *applied" to level design. That's nice and all however, it really adds nothing new to the theory of game design let alone level design. You can find all this theory in other books or via articles as published by Gamasutra.
As the author wrote this book as a level design resource, acknowledging that there is very little in the way of level design theory. Well, just reinterpreting existing game design theory isn't really a good foundation to start from. As that has already been explored in depth before.