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EBOOKCENTRAL_ocn913796955 |
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150711s2009 xx ob 001 0 eng d |
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|a 958798886
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|a 969424405
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|a 9781439876954
|q (electronic bk.)
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|a 1439876959
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|z 9781568813387
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|z 1568813384
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|a (OCoLC)913796955
|z (OCoLC)958798886
|z (OCoLC)961202400
|z (OCoLC)969424405
|z (OCoLC)971537251
|z (OCoLC)971585928
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|a QA76.76.C672 K74 2009
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|a GAM
|x 001000
|2 bisacsh
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|a 794.8/1
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|a 54.59
|2 bcl
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|a UAMI
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100 |
1 |
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|a Kremers, Rudolf.
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245 |
1 |
0 |
|a Level Design :
|b Concept, Theory, and Practice.
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260 |
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|a Hoboken :
|b CRC Press,
|c 2009.
|
300 |
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|a 1 online resource (400 pages)
|
336 |
|
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|a text
|b txt
|2 rdacontent
|
337 |
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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588 |
0 |
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|a Print version record.
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520 |
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|a 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.
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504 |
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|a Includes bibliographical references and index.
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505 |
0 |
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|a Part 1 Introduction to Level Design -- chapter 1 Game Design vs -- Level Design -- chapter 2 Teaching Mechanisms -- chapter 3 Level Design Goals and Hierarchies -- chapter 4 Level Design Structure and Methodology -- chapter 5 Single-Player vs -- Multiplayer Considerations -- chapter 6 Towards a Shared Grammer for Level Design -- part 2 Emotional Feedback Systems -- chapter 7 Reward Systems -- chapter 8 Immersion -- chapter 9 Negative Emotions -- part 3 Game Environments -- chapter 10 Visual Experiences -- chapter 11 Audio Design -- part 4 Game Stories -- chapter 12 Story and Narrative -- part 5 Designing Gameplay -- chapter 13 World Building -- chapter 14 Puzzles -- chapter 15 Artifi cial Intelligence -- chapter 16 Challenge -- part 6 Final Thoughts -- chapter 17 Chapter 17.
|
590 |
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|a ProQuest Ebook Central
|b Ebook Central Academic Complete
|
650 |
|
0 |
|a Level design (Computer science)
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650 |
|
0 |
|a Video games
|x Design.
|
650 |
|
0 |
|a Video games
|x Programming.
|
650 |
|
6 |
|a Conception des niveaux de jeu (Informatique)
|
650 |
|
6 |
|a Jeux vidéo
|x Conception.
|
650 |
|
6 |
|a Jeux vidéo
|x Programmation.
|
650 |
|
7 |
|a GAMES
|x Board.
|2 bisacsh
|
650 |
|
7 |
|a Computer games
|x Design
|2 fast
|
650 |
|
7 |
|a Video games
|x Programming
|2 fast
|
650 |
|
7 |
|a Level design (Computer science)
|2 fast
|
650 |
1 |
7 |
|a Computerspellen.
|2 gtt
|0 (NL-LeOCL)078473683
|
650 |
1 |
7 |
|a Speltheorie.
|2 gtt
|0 (NL-LeOCL)078671108
|
650 |
1 |
7 |
|a Software.
|2 gtt
|0 (NL-LeOCL)078669529
|
650 |
1 |
7 |
|a Spelen.
|2 gtt
|0 (NL-LeOCL)07867106X
|
650 |
|
7 |
|a Datorspel
|x design.
|2 sao
|
650 |
|
7 |
|a Spelprogrammering.
|2 sao
|
758 |
|
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|i has work:
|a Level design (Text)
|1 https://id.oclc.org/worldcat/entity/E39PCFrTKhmfrYj8RTK6P4hWDq
|4 https://id.oclc.org/worldcat/ontology/hasWork
|
776 |
0 |
8 |
|i Print version:
|a Kremers, Rudolf.
|t Level Design : Concept, Theory, and Practice.
|d Hoboken : CRC Press, ©2009
|z 9781568813387
|
856 |
4 |
0 |
|u https://ebookcentral.uam.elogim.com/lib/uam-ebooks/detail.action?docID=1636255
|z Texto completo
|
938 |
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|a CRC Press
|b CRCP
|n 9781439876954
|
938 |
|
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|a EBL - Ebook Library
|b EBLB
|n EBL1636255
|
938 |
|
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|a EBSCOhost
|b EBSC
|n 1766802
|
938 |
|
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|a Taylor & Francis
|b TAFR
|n 9780429196164
|
938 |
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|a YBP Library Services
|b YANK
|n 12455996
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994 |
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|a 92
|b IZTAP
|