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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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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

Scoping a Game Project

In this chapter, we'll teach you the concepts and relationships between a game's overall scope, its structure, and its content. We'll explore real-world examples and help you build an understanding of how to better document the size, complexity, and dependencies in your game, as well as to help you estimate your tasks.

The game's scope is a term used to define the project's perceived size and complexity. Without knowing the scope in advance, any production scheduling, costing, and staffing would be nigh on impossible. The scope is usually well defined by the time you wrap up the first version of the game design document.

As a game designer working on establishing the initial scope, it's your responsibility to list all of the game's features, functionalities, and systems, as well as to approximate the entirety of the game...

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