Über den Autor
Rudolf Kremers is a veteran game designer who has worked on a plethora of games ranging from small and fun titles for handheld systems to multi-million selling games and franchises on consoles and PCs. His professional experience includes work on original IP as well as famous established brands like Harry Potter, Championship Manager, and Avatar the Last Airbender. Kremers is the founder of Omni Systems, which produces and develops games and (interactive) media that push for progressive, positive, or social video game experiences. Additionally he works as a games consultant. He is the co-developer of an exciting new game, Eufloria (formerly Dyson), which will be launched this fall. He lives in Folkestone in Great Britain.
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
Level design is the creation of levels - locales, stages, or missions - in a video game. Level design is as much an art as it is a science; it requires artistic skills and know-how as well as an extensive technical knowledge and is an extremely important part of computer game design. 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.