Description: Level Design by Rudolf Kremers 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. FORMAT Paperback LANGUAGE English CONDITION Brand New Publisher 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. Author Biography 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. Table of Contents Introduction to Level Design. Emotional Feedback Systems. Game Environments. Game Stories. Designing Gameplay. Final Thoughts. 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 games lighting, audio, story, artificial intelligence, mechanics, puzzles ... Its 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 Review Quote 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 games lighting, audio, story, artificial intelligence, mechanics, puzzles . . . Its 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. Details ISBN1568813384 Author Rudolf Kremers Pages 408 Year 2009 ISBN-10 1568813384 ISBN-13 9781568813387 Format Paperback Imprint A K Peters Subtitle Concept, Theory, and Practice Country of Publication United States DEWEY 794.8151 Birth 1970 Publisher Taylor & Francis Inc Place of Publication Natick Publication Date 2009-10-21 Short Title LEVEL DESIGN Language English Media Book Illustrations black & white illustrations, black & white line drawings, figures UK Release Date 2009-10-21 AU Release Date 2009-10-21 NZ Release Date 2009-10-21 US Release Date 2009-10-21 Alternative 9781032634326 Audience Professional & Vocational We've got this At The Nile, if you're looking for it, we've got it. With fast shipping, low prices, friendly service and well over a million items - you're bound to find what you want, at a price you'll love! TheNile_Item_ID:48554133;
Price: 164.19 AUD
Location: Melbourne
End Time: 2025-01-25T02:47:16.000Z
Shipping Cost: 0 AUD
Product Images
Item Specifics
Restocking fee: No
Return shipping will be paid by: Buyer
Returns Accepted: Returns Accepted
Item must be returned within: 30 Days
ISBN-13: 9781568813387
Book Title: Level Design
Publisher: Taylor & Francis Inc
Subject: Computer Science
Publication Year: 2009
Number of Pages: 408 Pages
Publication Name: Level Design: Concept, Theory, and Practice
Language: English
Type: Textbook
Item Weight: 816 g
Author: Rudolf Kremers
Format: Paperback