LEADER 01120nam--2200361---450- 001 990001351560203316 005 20070403111753.0 035 $a000135156 035 $aUSA01000135156 035 $a(ALEPH)000135156USA01 035 $a000135156 100 $a20040116d1957----km-y0itay0103----ba 101 0 $aita 102 $aIT 105 $a||||||||001yy 200 1 $aDizionario delle voci$ecome parlavano - voce, gesto, loquacità, taciturnità, eloquenza - centinaia di uomini e donne d'ogni tempo e d'ogni nazione$fDino Provenzal 210 $aMilano$cHoepli$d1957 215 $aXI, 539 p.$d20 cm. 410 0$12001 454 1$12001 461 1$1001-------$12001 700 1$aPROVENZAL,$bDino$03757 801 0$aIT$bsalbc$gISBD 912 $a990001351560203316 951 $aIV.1. 1026(V B 136)$b9767 L.M.$cV B 959 $aBK 969 $aUMA 979 $aSIAV4$b10$c20040116$lUSA01$h1711 979 $aPATRY$b90$c20040406$lUSA01$h1735 979 $aCOPAT1$b90$c20060113$lUSA01$h1633 979 $aCOPAT6$b90$c20070403$lUSA01$h1117 996 $aDizionario delle voci$9308699 997 $aUNISA LEADER 01539oam 2200421 450 001 9910713979903321 005 20201210161233.0 035 $a(CKB)5470000002505861 035 $a(OCoLC)1198249595$z(OCoLC)1200461384 035 $a(EXLCZ)995470000002505861 100 $a20200930d1982 ua 0 101 0 $aeng 135 $aurbn||||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 00$aCracking in the upper shell to transition cone girth weld of a steam generator at an operating pressurized water reactor 210 1$aWashington, D.C. :$cU.S. Nuclear Regulatory Commission, Office of Inspection and Enforcement,$d1982. 215 $a1 online resource 225 1 $aInformation notice ;$v82-37 300 $a"September 16, 1982." 606 $aNuclear reactors$xWelding 606 $aPressurized water reactors$xCracking 606 $aSteam-boilers$xCracking 606 $aNuclear reactors$xWelding$2fast 615 0$aNuclear reactors$xWelding. 615 0$aPressurized water reactors$xCracking. 615 0$aSteam-boilers$xCracking. 615 7$aNuclear reactors$xWelding. 712 02$aU.S. Nuclear Regulatory Commission.$bOffice of Inspection and Enforcement, 801 0$bGPO 801 1$bGPO 801 2$bOCLCF 801 2$bGPO 906 $aBOOK 912 $a9910713979903321 996 $aCracking in the upper shell to transition cone girth weld of a steam generator at an operating pressurized water reactor$93290891 997 $aUNINA LEADER 03083oam 2200649I 450 001 9910958158603321 005 20251117094210.0 010 $a1-04-007932-6 010 $a0-429-19616-4 010 $a1-4398-7695-9 024 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(Au-PeEL)EBL1636255 035 $a(CaPaEBR)ebr11315587 035 $a(MiAaPQ)EBC1636255 035 $a(OCoLC)1007626975 035 $a(FINmELB)ELB143932 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$d©2009 215 $a1 online resource (381 pages) $cillustrations 300 $aDescription based upon print version of record. 311 08$a1-138-42795-0 311 08$a1-56881-338-4 320 $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-$01879041 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910958158603321 996 $aLevel design$94492060 997 $aUNINA