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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

To get the most out of this book

We've done our best to explain any industry-specific terms and practices in order to make this book as accessible as possible.

The contents of this book require no prior experience with game development. However, a basic knowledge of some popular video games (such as Call of Duty: Modern Warfare, The Elder Scrolls: Skyrim, Hearthstone, and Starcraft) will be helpful.

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Conventions used

There are a number of text conventions used throughout this book. An exercise is styled as follows:

Exercise
This is your first exercise. If you have a game idea already in your head, try to put it on paper: a couple of pages would be enough. If you don't have any particular game idea in mind, try to describe a game that you have played and loved enough to know all its rules and secrets.

Italics: Indicates new or highly specific terms as well as titles of games, books, or articles.

Bold: Is sometimes used within the body text to put extra emphasis on certain terms and sentences.

Important notes and information appear like this.
Tips, tricks, and interesting techniques appear like this.
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