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Level design : concept, theory, and practice / Rudolf Kremers.

By: Kremers, Rudolf, 1922- [author.]Publisher: Natick, Massachusetts : A K Peters, Ltd, [2010]Description: xviii, 385 pages : illustrations (black and white) ; 24 cmContent type: text | still image Media type: unmediated Carrier type: volume001: 43753ISBN: 9781568813387 (pbk.) :Subject(s): Level design (Computer science) | Computer games -- Programming | Hobbies and GamesDDC classification: 794.8 KRE LOC classification: QA76.76.C672 | K74 2010
Holdings
Item type Current library Collection Call number Copy number Status Date due Barcode
Book MAIN LIBRARY Book PRINT 794.8 KRE (Browse shelf(Opens below)) 1 Available 099374

Enhanced descriptions from Syndetics:

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.

Includes bibliographical references and index.

Reviews provided by Syndetics

CHOICE Review

This is not just another book that deals with the discipline of level design. Unlike titles, such as Phil Co's Level Design for Games (2006), that focus on level implementation and the use of a particular level editor, this book covers relevant concepts and theories behind designing levels. Instruction in building levels is replaced by fascinating examinations behind the reasons why. Kremers, an experienced game designer and consultant, addresses major issues with which any good level designer should be familiar. He presents topics as key concepts and associated theories, along with supplemental exercises that help reinforce the material. The provided examples, however, feel constrained to the author's personal experience, and the relatively sparse number of relevant visuals is a noticeable omission. In addition, the inclusion of more examples from a wider range of game genres would have been beneficial. Overall, the book would complement other titles that strictly train someone in building game levels. Summing Up: Recommended. All levels of undergraduates and two-year technical program students in game design or development programs, researchers/faculty, and professionals/practitioners. A. Chen Cogswell Polytechnical College

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