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Level Design: Concept, Theory, and Practice

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Overview

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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Editorial Reviews

From the Publisher

A book on level design comprehensive and relevant enough that I can recommend it to professional colleagues and students alike. The industry has needed a book like this for years. Kremers leaves no stone unturned, touching upon the relationship between level design and the game’s lighting, audio, story, artificial intelligence, mechanics, puzzles . . . It’s a truly grand task to take in the domain of ‘level design’ and try to wrap it up into a book of manageable length. Kremers has succeeded in doing so, unafraid to mix in the relevant considerations of game design, art, and psychology where applicable.
—Chris DeLeon, February 2010

This is not just another book that deals with the discipline of level design. ... This book covers relevant concepts and theories behind designing levels. Instruction in building levels is replaced by fascinating examinations behind the reasons why.
—A. Chen, CHOICE Magazine, June 2010

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Product Details

  • ISBN-13: 9781568813387
  • Publisher: Taylor & Francis
  • Publication date: 11/15/2009
  • Pages: 408
  • Sales rank: 913,368
  • Product dimensions: 7.50 (w) x 9.20 (h) x 0.90 (d)

Table of Contents

Introduction to Level Design
Game Design vs. Level Design
Teaching Mechanisms
Level Design Goals and Hierarchies
Level Design Structure and Methodology
Single-Player vs. Multiplayer Considerations
Towards a Shared Grammer for Level

Emotional Feedback Systems
Reward Systems
Immersion
Negative Emotions

Game Environments
Visual Experiences
Audio Design

Game Stories
Story and Narrative

Designing Gameplay

World Building
Puzzles
Artificial Intelligence
Challenge

Final Thoughts
Considering the Future

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Sort by: Showing 1 Customer Reviews
  • Anonymous

    Posted August 25, 2010

    THE Level Design Book

    Teaching a course in level design for a university, I've looked at a couple of books on the topic. Most of them feature about 20-60 pages of conceptual level design before breaking down into being all about environment art design.

    This book, on the other hand, is content and meat all the way to the end. So far, this is the only book I'd recommend to my students who are interested in the practices and principles of level design.

    This is a great read for professionals and students.

    1 out of 1 people found this review helpful.

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