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Practical Game Design

You're reading from  Practical Game Design

Product type Book
Published in Apr 2018
Publisher Packt
ISBN-13 9781787121799
Pages 476 pages
Edition 1st Edition
Languages
Concepts
Authors (2):
Adam Kramarzewski Adam Kramarzewski
Profile icon Adam Kramarzewski
Ennio De Nucci Ennio De Nucci
Profile icon Ennio De Nucci
View More author details
Toc

Table of Contents (22) Chapters close

Title Page
Copyright and Credits
Packt Upsell
Contributors
Preface
1. Introducing the Game Production Process 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 1. Other Books You May Enjoy Index

Planning design work


In the games industry, it's usually the project manager who creates and enforces production schedules. To do that, a list of task and assets to produce is assembled based on the design documentation. These tasks are then paired with estimates that (in the best-case scenario) come from the people who will actually end up doing said tasks. If the project is highly inventive and/or staff members inexperienced, more senior employees might get involved in helping with the initial schedule.

Unfortunately, in the words of strategist Helmuth von Moltke, "No battle plan ever survives contact with the enemy." First production schedules are likely to be very, very wrong. In the beginning, things will usually take longer than anticipated, and a lot of unknown problems, changes in direction, and missed tasks will emerge. Fortunately, as time goes on, your team's experience with the product grows and your tools are likely to improve, making the creation of future game content much...

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