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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

What this book covers

Chapter 1, Introducing the Game Production Processexplores the basic machinations of the games industry, teaching you about various game design roles, responsibilities of designers, production methods, and development milestones.

Chapter 2, Game Concept, teaches you how to write a game concept and your responsibilities as a game designer in the process of doing so. Practical tips and real-life examples will help you create your very own game concept based on an original idea or an existing game.

Chapter 3, Scoping a Game Project, covers the concepts and relationships between the 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 help you estimate your tasks.

Chapter 4, Design Documentation, explains everything you need to know about writing game design documentation: from the tools and techniques to numerous pieces of practical advice.

Chapter 5, Adaptation of Mechanics, approaches the definition of game mechanics and will give you an idea of how to create your own game using pieces from existing games. This chapter also introduces the concept of dynamics and features as a set of mechanics that form a bigger part of the game.

Chapter 6, Invention of Mechanics, explores the theory behind game design and the creation of mechanics that are fun to play. You'll learn how a new mechanic is taught and how the core loop of a game is formed. Finally, you will learn about the roles of conflict, combat systems, game complexity, and depth.

Chapter 7, Prototyping, demonstrates how to prototype a game idea or concept. This chapter will cover both paper and digital prototyping, with all the pros and cons of both techniques. You will read about a practical example from a real-life scenario, easy to replicate as an exercise.

Chapter 8, Games and Stories, highlights the importance of narrative elements in games and helps you design strong characters, intriguing worlds, and compelling stories.

Chapter 9, Level Design, introduces you to processes and techniques used to create highly playable game content. You'll learn about creating believable spaces, manipulating light and geometry, and making the best of the available game mechanics.

Chapter 10, Characters, explains the different kinds of characters that populate virtual worlds and how to make the best use of them. In this chapter, you will also get a closer look at a practical character-design example for an existing game, from which you'll be able to get some inspiration to try and do your own character design, a great exercise for any game designer.

Chapter 11User Interface and User Experience, outlines the complexities of input mechanics, camera systems, and effective game feedback. You'll then gain practical insight into the processes behind UI and UX design, helping you create interfaces and experiences that are informative, empowering, and delightful to interact with.

Chapter 12Accessibility, dives into how to make your games more accessible, that is, easier to use, understand, and relate to. You'll then learn about usability testing and arm yourself with the expertise required to plan and execute your very own playtesting sessions.

Chapter 13Balancing, combines the knowledge from previous chapters and explores the ways in which you can pace, structure, and adjust the rules and content of your games to create experiences that capture and hold the interest of your audience.

Chapter 14The Final 10 Percent, takes you through the processes that need to take place before a game is finally released. You will also read about the difficulties and pitfalls of closing and be releasing a video game, and how to avoid them.

Chapter 15Games As a Service, distills the knowledge required to turn your game into a successful service—from monetization tips and live operations strategy to addressing game balancing, understanding analytics, customer support, and the tools required to run your games sustainably.

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