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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

Why a prototype?


The main reason why prototypes exist is that we need to narrow down the risk of making something that doesn't work. Imagine that you have infinite time and resources; what would be the point of creating a prototype? Why not just create the entire game, and if it doesn't work, we'd have all we need to try again? Prototypes exist exactly because we need to make the best use of the scarce time and resources we've got.

When we build a prototype for a game, we're generally looking at:

  • Whether a mechanic is engaging
  • Selecting the best idea from a set of alternatives
  • Testing the technical feasibility of an idea (where the idea can be anything from a full game to a graphics technique or AI algorithm)
  • If the user can navigate the game UI effectively and intuitively

Note

Please note that our first point is a huge one! To know what a fun mechanic is and how to judge whether yours is fun or not, you'd need to master everything we said in Chapter 5, Adaptation of Mechanics, and Chapter 6, Invention...

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