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33 reviewsGood 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, im.
Abstract: 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.
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, im