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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

Preface

If you are seeking an up-to-date and actionable guide to game design, then you have come to the right place! Immerse yourself in the fundamentals of game design with this book, written by two industry veterans with decades of game design experience across a variety of genres and platforms.

This second edition retains the original goal of teaching the basics of game design in a practical manner, but it also adds coverage of some of the most recent trends in game design and a whole lot of new practical examples from games of the current generation. A new chapter on games as a service will explain how the role of the game designer is evolving and will go deeper into the design of games that are meant to be played forever.

Starting with learning how to conceptualize a game idea, you will gradually move on to devising a design plan and adapting solutions from existing games. You will discover how to produce original game mechanics and test and eliminate anticipated design risks. You will then learn the basics of level design, interactive storytelling, user experience, and accessibility.

Toward the end of this book, you will learn how to wrap up a game ahead of its release date, work through the challenges of designing games as a service and free-to-play games, and understand how to significantly improve game quality through iteration, playtesting, and polishing.

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