000 01316nam a22002057a 4500
003 OSt
005 20240625102411.0
008 240625b |||||||| |||| 00| 0 eng d
020 _a9781568813387
040 _cUSEK
082 _221
_a005.12
_bK92l 2010
100 _aKremers, Rudolf.
_95151
245 _aLevel Design :
_bConcept, Theory, and Practice /
_cRudolf Kremers.
250 _a1a. ed.
260 _aNatick, Massachusetts :
_bA K Peters,
_c2010.
300 _a385 p.
_bil. ; figrs.
520 _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.
650 0 _aCOMPUTADORES
_xPROGRAMACION.
_94141
942 _2ddc
_cLBCG
999 _c24042
_d24042