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Practical Game Design

You're reading from   Practical Game Design Learn the art of game design through applicable skills and cutting-edge insights

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Product type Paperback
Published in Apr 2018
Publisher Packt
ISBN-13 9781787121799
Length 476 pages
Edition 1st Edition
Concepts
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Authors (2):
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Ennio De Nucci Ennio De Nucci
Author Profile Icon Ennio De Nucci
Ennio De Nucci
Adam Kramarzewski Adam Kramarzewski
Author Profile Icon Adam Kramarzewski
Adam Kramarzewski
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Toc

Table of Contents (17) Chapters Close

Preface 1. Introducing the Game Production Process FREE CHAPTER 2. Game Concept 3. Scoping a Game Project 4. Design Documentation 5. Adaptation of Mechanics 6. Invention of Mechanics 7. Prototyping 8. Games and Stories 9. Level Design 10. Characters 11. User Interface and User Experience 12. Accessibility 13. Balancing 14. The Final 10% 15. Games As a Service 16. Other Books You May Enjoy

Designing UIs


The main objectives of any UI are to facilitate interaction and communicate the state of the game to the player.

Some products can get away with little UI other than game menus and occasional control prompts, while others try to avoid using any text in their interface and operate purely on iconography. The efforts to try and minimize the amount of UI and communicate the state of the game purely with game feedback and UX are applaudable and can result in very elegant designs.

Nevertheless, the more complex your game systems get, the more complex the states they produce. Deep and extensive user interfaces are often unavoidable, and knowing how to design them (or at least how to support and understand the professionals that do it for you) is a very important skill.

Listing and prioritizing information

As game designers, we often strive to provide our audience with deep, complex decisions. We sometimes think that, if players are confused, perhaps showing more of the stuff that's happening...

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