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Practical Game Design

You're reading from   Practical Game Design A modern and comprehensive guide to video game design

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Product type Paperback
Published in Aug 2023
Publisher Packt
ISBN-13 9781803245157
Length 446 pages
Edition 2nd Edition
Concepts
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Authors (2):
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Adam Kramarzewski Adam Kramarzewski
Author Profile Icon Adam Kramarzewski
Adam Kramarzewski
Ennio De Nucci Ennio De Nucci
Author Profile Icon Ennio De Nucci
Ennio De Nucci
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Table of Contents (19) Chapters Close

Preface 1. Chapter 1: Introducing the Game Production Process 2. Chapter 2: Preparing a Game Concept FREE CHAPTER 3. Chapter 3: Scoping a Game Project 4. Chapter 4: Creating Design Documentation 5. Chapter 5: Understanding Game Mechanics 6. Chapter 6: Designing Systems and Features 7. Chapter 7: Making Prototypes 8. Chapter 8: Designing Compelling Stories for Games 9. Chapter 9: The Fundamentals of Level Design 10. Chapter 10: Creating Characters 11. Chapter 11: Balancing Your Content and Systems 12. Chapter 12: Building a Great User Interface and User Experience 13. Chapter 13: Making Your Games Accessible 14. Chapter 14: Mastering Games as a Service 15. Chapter 15: Understanding Monetization Techniques 16. Chapter 16: The Final 10% 17. Index 18. Other Books You May Enjoy

Polishing

What does polishing mean?

This is another concept that many developers have tried to nail with a formal definition. As you know by now, we don’t like formal definitions, so be warned that the notion of what polish is might vary from developer to developer, but most importantly from game to game! To polish a game means to raise the standard of its quality.

Why and how would you polish a pair of shoes or a plank of wood?

You don’t change the shoes or the shape of the plank. Polishing a pair of walking boots won’t turn them into a pair of patent leather formal shoes to go with your tuxedo. They are still boots, but they look great now! The goal of polishing is to smoothen the game experience, tweaking its values and refining its details until it feels really great and immediately pleasing on both an aesthetic and gameplay level.

The (in)famous scenario where the game designer finally does the full playthrough of their game and comes up with a...

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