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.
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Rudolf Kremers
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Da: HPB-Red, Dallas, TX, U.S.A.
Paperback. Condizione: Good. Connecting readers with great books since 1972! Used textbooks may not include companion materials such as access codes, etc. May have some wear or writing/highlighting. We ship orders daily and Customer Service is our top priority! Codice articolo S_468779579
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Da: HPB-Red, Dallas, TX, U.S.A.
Paperback. Condizione: Acceptable. Connecting readers with great books since 1972. Used textbooks may not include companion materials such as access codes, etc. May have condition issues including wear and notes/highlighting. We ship orders daily and Customer Service is our top priority! Codice articolo S_424434017
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Da: World of Books (was SecondSale), Montgomery, IL, U.S.A.
Paperback. Condizione: Very Good. 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. Codice articolo CIN1568813384VG
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Da: World of Books Inc, Montgomery, IL, U.S.A.
Paperback. Condizione: Very Good. 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. Codice articolo CIN1568813384VG
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Da: Textbooks_Source, Columbia, MO, U.S.A.
paperback. Condizione: Good. 1st Edition. Ships in a BOX from Central Missouri! May not include working access code. Will not include dust jacket. Has used sticker(s) and some writing or highlighting. UPS shipping for most packages, (Priority Mail for AK/HI/APO/PO Boxes). Codice articolo 001146722U
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Da: Textbooks_Source, Columbia, MO, U.S.A.
paperback. Condizione: New. 1st Edition. Ships in a BOX from Central Missouri! UPS shipping for most packages, (Priority Mail for AK/HI/APO/PO Boxes). Codice articolo 001146722N
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Da: True Oak Books, Highland, NY, U.S.A.
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Da: GreatBookPrices, Columbia, MD, U.S.A.
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Da: GoldBooks, Denver, CO, U.S.A.
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Da: GreatBookPrices, Columbia, MD, U.S.A.
Condizione: New. Codice articolo 7794788-n
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