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Level Design
Level Design
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A01=Rudolf Kremers
AI Opponent
Artifi Cial Life
Att Itude
Author_Rudolf Kremers
Bett Er
Category=UG
cognitive processes in gameplay
Designing gameplay
Dynamic Diffi Culty Adjustment
Emotional feedback systems
eq_bestseller
eq_computing
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
Game Camera
Game Design
Game Development
Game enviornments
Game stories
Game's Level Design
Gameplay Mechanics
Gameplay Narrative
Gameplay Scenarios
Game’s Level Design
immersion techniques
interactive environments
Introduction to level design
Latt Er
Level Design
Level Design Components
Matt Er
Multiplayer Gaming
player experience research
sensory perception in games
Sett Ing
Single Player Games
Soft Ware
spatial narrative design
Survival Horror Game
Time Aft Er Time
Vice Versa
world building theory
Young Man
Zombie Horde
Product details
- ISBN 9781138427952
- Weight: 920g
- Dimensions: 191 x 235mm
- Publication Date: 28 Jun 2018
- Publisher: Taylor & Francis Ltd
- Publication City/Country: GB
- Product Form: Hardback
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.
Level Design
€241.80
