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
Biography
Rudolf Kremers
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 2010This 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






