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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

Prototyping techniques


When it comes to creating a prototype, there are two main options: physical and digital.

You would be surprised to know how many times a physical prototype is used in the video game industry. Many game mechanics can be reproduced through board games, card games, miniature games, or just one sheet of paper with a pen and maybe a few coloring pencils.

Digital prototypes are a bit more complex to put together, but of course, their fidelity to the medium and ability to create real-time environments and handle complex calculations makes them the go-to choice. Most of the time, though, it is always a great idea to start very simply on paper, and then move to digital with clearer ideas.

Paper prototyping

Paper prototypes are my favorites. Making them is as quick as it takes to write on a piece of paper and cut out some cardboard elements. Each time is like creating a little board game! Here's an example:

A simple sketch on a piece of paper might be a great start for a prototype...

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