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[null,"1.","Record Nr.",null,"UNINA990006465580403321"]
[null,null,"Autore",null,"Zunz, Oliver"]
[null,null,"Titolo",null,"The changing face of inequality : urbanization, industrial development, and immigrants in Detroit, 1880-1920 / OliverZunz"]
[null,null,"Pubbl/distr/stampa",null,"Chicago-London : The University of Chicago Press, 1982"]
[null,null,"Descrizione fisica",null,"XX, 481 p. ; 24 cm"]
[null,null,"Disciplina",null,"973"]
[null,null,"Locazione",null,"FSPBC"]
[null,null,"Collocazione",null,"XIV D 109"]
[null,null,"Lingua di pubblicazione",null,"Italiano"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,"2.","Record Nr.",null,"UNINA9910467060503321"]
[null,null,"Autore",null,"Kremers Rudolf <1970->"]
[null,null,"Titolo",null,"Level design : concept, theory, and practice / / by Rudolf Kremers"]
[null,null,"Pubbl/distr/stampa",null,"Boca Raton, FL : , : A K Peters/CRC Press, an imprint of Taylor and Francis, , 2009"]
[null,null,"ISBN",null,"0-429-19616-4"]
[{"$nulls":4},"1-4398-7695-9"]
[null,null,"Edizione",null,"[First edition.]"]
[null,null,"Descrizione fisica",null,"1 online resource (408 p.)"]
[null,null,"Disciplina",null,"794.8/1"]
[null,null,"Soggetti",null,"Level design (Computer science)"]
[{"$nulls":4},"Computer games - Design"]
[{"$nulls":4},"Computer games - Programming"]
[{"$nulls":4},"Electronic books."]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Note generali","Description based upon print version of record."]
[null,null,null,"Nota di bibliografia","Includes bibliographical references and index."]
[null,null,"Nota di contenuto",null,"\"\"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 \"\""]
[null,null,null,"Sommario/riassunto","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."]