LEADER 03046oam 2200637I 450 001 9910821689503321 005 20240131143048.0 010 $a9781439876954$bebook 010 $a1439876959$bebook 010 $a9780429196164 010 $a0429196164 024 7 $a10.1201/b10933 035 $a(CKB)3790000000016439 035 $a(EBL)1636255 035 $a(OCoLC)913796955 035 $a(SSID)ssj0001497845 035 $a(PQKBManifestationID)12566331 035 $a(PQKBTitleCode)TC0001497845 035 $a(PQKBWorkID)11500595 035 $a(PQKB)10264959 035 $a(MiAaPQ)EBC1636255 035 $a(Au-PeEL)EBL1636255 035 $a(CaPaEBR)ebr11315587 035 $a(EXLCZ)993790000000016439 100 $a20180706h20092009 uy 0 101 0 $aeng 135 $aurcn#---uuuuu 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aLevel design $econcept, theory, and practice /$fby Rudolf Kremers 205 $aFirst edition. 210 1$aNatick, Massachusetts :$cA.K. Peters / CRC Press, an imprint of Taylor and Francis,$d[2009]. 210 4$dİ2009 215 $a1 online resource (381 pages) $cillustrations 300 $aDescription based upon print version of record. 311 1 $a1138427950 311 1 $a1568813384 320 $aIncludes bibliographical references and index. 327 $a"Front Cover "; "Table of Contents "; "Front Matter "; "Part I"; "Chapter 1 ";"Chapter 2 "; "Chapter 3 "; "Chapter 4 "; "Chapter 5 "; "Chapter 6 "; "Part II "; "Chapter 7 "; "Chapter 8 "; "Chapter 9 "; "Part III "; "Chapter 10 "; "Chapter 11 "; "Part IV"; "Chapter 12 "; "Part V "; "Chapter 13 "; "Chapter 14 "; "Chapter 15 "; "Chapter 16 "; "Part VI "; "Chapter 17 "; "Back Matter "; "Back Cover " 330 3 $aGood 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. 606 $aLevel design (Computer science) 606 $aVideo games$xDesign 606 $aVideo games$xProgramming 615 0$aLevel design (Computer science) 615 0$aVideo games$xDesign. 615 0$aVideo games$xProgramming. 676 $a794.8/1 700 $aKremers$b Rudolf$f1970-$01679567 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910821689503321 996 $aLevel design$94047916 997 $aUNINA