Description

Book Synopsis
Level design connects the player to the game through challenges, experiences, and emotions. This book is an invaluable introduction to the evolving practices of Level Designers across the games industry. The increasingly complex role of the Level Designer requires technical and creative skill as it brings together architecture, art, player psychology, interaction design, usability, and experience design. This book explores in detail the principles designers employ when planning levels and building engaging spaces for the player. As well as practical approaches to level design, the book delves into the theoretical underpinnings of the processes and charts a path towards thinking like a Level Designer. Throughout the book you will be guided through the fundamentals of level design: each chapter builds on the types of research, ideation, best practices, and methodologies Level Designers employ when creating prototypes and shipped games. A series of interviews with designers and case studi

Trade Review
A pragmatic approach to level design that captures the critical elements needed to conceptualize and create meaningful player experiences. Michael Salmond uses practical and straightforward examples to clearly define and explore the key considerations of game and level designers alike. The content is diverse covering many topics, yet succinct and to the point. This book fills a critical void for video game education. * Johnny Luce, co-owner, software designer, and engineer at augzoo *
This is an excellent book on level design, with a wealth of up-to-date and varied examples. It is highly visual and extremely readable, giving a comprehensive view of the area in a way that is colorful and engaging, whilst maintaining a good level of technicality. It is ideal for students studying game design, in order to develop their understanding of the theories and practices involved in level design as a specialism * J. Weinel, University of Greenwich, UK *

Table of Contents
1. What Is Level Design? 2. Creating Immersive, Believable Worlds 3. Design for Narrative 4. Environment Design vs Level Design 5. Building Worlds 6. Design for Single & Multiplayer 7. Level Design is Agile Design 8. The Language of Level Design 9. Prototyping Level Design 10. The Game Is the Level, the Level Is the Game 11. Communication and Final Touches 12. Where to Next?

Video Game Level Design

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£29.69

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RRP £32.99 – you save £3.30 (10%)

Order before 4pm today for delivery by Wed 14 Jan 2026.

A Paperback / softback by Michael Salmond

1 in stock


    View other formats and editions of Video Game Level Design by Michael Salmond

    Publisher: Bloomsbury Publishing PLC
    Publication Date: 11/02/2021
    ISBN13: 9781350015722, 978-1350015722
    ISBN10: 1350015725

    Description

    Book Synopsis
    Level design connects the player to the game through challenges, experiences, and emotions. This book is an invaluable introduction to the evolving practices of Level Designers across the games industry. The increasingly complex role of the Level Designer requires technical and creative skill as it brings together architecture, art, player psychology, interaction design, usability, and experience design. This book explores in detail the principles designers employ when planning levels and building engaging spaces for the player. As well as practical approaches to level design, the book delves into the theoretical underpinnings of the processes and charts a path towards thinking like a Level Designer. Throughout the book you will be guided through the fundamentals of level design: each chapter builds on the types of research, ideation, best practices, and methodologies Level Designers employ when creating prototypes and shipped games. A series of interviews with designers and case studi

    Trade Review
    A pragmatic approach to level design that captures the critical elements needed to conceptualize and create meaningful player experiences. Michael Salmond uses practical and straightforward examples to clearly define and explore the key considerations of game and level designers alike. The content is diverse covering many topics, yet succinct and to the point. This book fills a critical void for video game education. * Johnny Luce, co-owner, software designer, and engineer at augzoo *
    This is an excellent book on level design, with a wealth of up-to-date and varied examples. It is highly visual and extremely readable, giving a comprehensive view of the area in a way that is colorful and engaging, whilst maintaining a good level of technicality. It is ideal for students studying game design, in order to develop their understanding of the theories and practices involved in level design as a specialism * J. Weinel, University of Greenwich, UK *

    Table of Contents
    1. What Is Level Design? 2. Creating Immersive, Believable Worlds 3. Design for Narrative 4. Environment Design vs Level Design 5. Building Worlds 6. Design for Single & Multiplayer 7. Level Design is Agile Design 8. The Language of Level Design 9. Prototyping Level Design 10. The Game Is the Level, the Level Is the Game 11. Communication and Final Touches 12. Where to Next?

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