Description

Book Synopsis

In this book, veteran game developers, academics, journalists, and others provide their processes and experiences with level design. Each provides a unique perspective representing multiple steps of the process for interacting with and creating game levels â experiencing levels, designing levels, constructing levels, and testing levels. These diverse perspectives offer readers a window into the thought processes that result in memorable open game worlds, chilling horror environments, computer-generated levels, evocative soundscapes, and many other types of gamespaces. This collection invites readers into the minds of professional designers as they work and provides evergreen topics on level design and game criticism to inspire both new and veteran designers.

Key Features:

  • Learn about the processes of experienced developers and level designers in their own words
  • Discover best-practices for creating levels for persuasive play and designing

    Table of Contents

    Chapter 1. Kamuro Nights: A Personal Retrospective of the Yakuza Series Gavin Greene

    Chapter 2. Cracking the Resident Evil Puzzle Box Daniel Johnson

    Chapter 3.From Construction to Perception: Three Views of Level Design for Story-Driven Games Huaxin Wei and Chaoguang Wang

    Chapter 4. Everything I Learned About Level Design at an Orlesian Ball Heidi McDonald

    Chapter 5. Hell, Hyboria, and Disneyland; The Origins and Inspirations of Themed Video Game Level Design Scott Rogers

    Chapter 6. Level Design Practices for Independent Games Fares Kayali and Josef Ortner

    Chapter 7. Making the Most of Audio in Characterization, Narrative Structure, and Level Design Chanel Summers

    Chapter 8. Procedural Content Generation: An Overview Gillian Smith

    Chapter 9. P.T. and the Play of Stillness Brian Upton

    Chapter 10. The Illusion of Choice – How to Hide the Linearity of Levels from Players Joao Raza and Benjamin Carter

    Chapter 11. Integrating Procedural and Handmade Level Design Dr. Mark R. Johnson

    Chapter 12. Level Design Planning for Open World Games Joel Burgess PART 4: TESTING LEVELS

    Chapter 13. Play-Personas: Mental Tools for Player-Centered Level Design Alessandro Canossa

    Chapter 14. Evaluating Level Design Using Public Events Jonathan Moriarty

    Chapter 15. The Rule of 27’s: A Comparative Analysis of 2D Screenspace and Virtual Reality Environment Design Hadar Silverman

    Chapter 16. Expression vs. Experience: Balancing Art and Usability Needs in Level Design Christopher W. Totten

Level Design

    Product form

    £46.54

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    RRP £48.99 – you save £2.45 (5%)

    Order before 4pm tomorrow for delivery by Mon 15 Jun 2026.

    A Paperback by Christopher W. Totten

    Out of stock


      View other formats and editions of Level Design by Christopher W. Totten

      Publisher: CRC Press
      Publication Date: 2/1/2022 12:00:00 AM
      ISBN13: 9781032276717, 978-1032276717
      ISBN10: 1032276711

      Description

      Book Synopsis

      In this book, veteran game developers, academics, journalists, and others provide their processes and experiences with level design. Each provides a unique perspective representing multiple steps of the process for interacting with and creating game levels â experiencing levels, designing levels, constructing levels, and testing levels. These diverse perspectives offer readers a window into the thought processes that result in memorable open game worlds, chilling horror environments, computer-generated levels, evocative soundscapes, and many other types of gamespaces. This collection invites readers into the minds of professional designers as they work and provides evergreen topics on level design and game criticism to inspire both new and veteran designers.

      Key Features:

      • Learn about the processes of experienced developers and level designers in their own words
      • Discover best-practices for creating levels for persuasive play and designing

        Table of Contents

        Chapter 1. Kamuro Nights: A Personal Retrospective of the Yakuza Series Gavin Greene

        Chapter 2. Cracking the Resident Evil Puzzle Box Daniel Johnson

        Chapter 3.From Construction to Perception: Three Views of Level Design for Story-Driven Games Huaxin Wei and Chaoguang Wang

        Chapter 4. Everything I Learned About Level Design at an Orlesian Ball Heidi McDonald

        Chapter 5. Hell, Hyboria, and Disneyland; The Origins and Inspirations of Themed Video Game Level Design Scott Rogers

        Chapter 6. Level Design Practices for Independent Games Fares Kayali and Josef Ortner

        Chapter 7. Making the Most of Audio in Characterization, Narrative Structure, and Level Design Chanel Summers

        Chapter 8. Procedural Content Generation: An Overview Gillian Smith

        Chapter 9. P.T. and the Play of Stillness Brian Upton

        Chapter 10. The Illusion of Choice – How to Hide the Linearity of Levels from Players Joao Raza and Benjamin Carter

        Chapter 11. Integrating Procedural and Handmade Level Design Dr. Mark R. Johnson

        Chapter 12. Level Design Planning for Open World Games Joel Burgess PART 4: TESTING LEVELS

        Chapter 13. Play-Personas: Mental Tools for Player-Centered Level Design Alessandro Canossa

        Chapter 14. Evaluating Level Design Using Public Events Jonathan Moriarty

        Chapter 15. The Rule of 27’s: A Comparative Analysis of 2D Screenspace and Virtual Reality Environment Design Hadar Silverman

        Chapter 16. Expression vs. Experience: Balancing Art and Usability Needs in Level Design Christopher W. Totten

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