Search icon CANCEL
Subscription
0
Cart icon
Cart
Close icon
You have no products in your basket yet
Save more on your purchases!
Savings automatically calculated. No voucher code required
Arrow left icon
All Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletters
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Index

A

  • accessibility
    • increasing / Increasing accessibility
    • congnitive load, reducing / Reducing cognitive load
    • complexity of interaction, limiting / Limiting the complexity of interaction
    • visual clarity, maintaining / Maintaining visual clarity
    • audio optional, creating / Making audio optional
    • negative consequences, restricting / Restricting negative consequences
    • common knowledge, building / Building on common knowledge
  • Achievers / Bartle's types of players
  • additive design / Additive and subtractive design
  • Agile
    • about / Agile
    • Scrum / Scrum
  • Agile Manifesto
    • URL / Agile
  • art implementation / Art implementation
  • audience, game concept
    • age rating systems / Age rating systems
  • audio optional
    • creating / Making audio optional
  • automatic difficulty adjustment
    • about / Automatic difficulty adjustment
    • rubberbanding / Rubberbanding
    • multiplayer matchmaking / Multiplayer matchmaking
    • progression-driven difficulty / Progression-driven difficulty

B

  • balancing
    • MBT balancing / MBT balancing
    • Layered Modifiers / Layered Modifiers
  • brainstorming
    • reference link / Is the result of a discussion
  • bundles
    • about / Bundles and targeting
    • EV, utilizing / Utilizing EV in bundle creation
    • individual player spending / Adjusting your offering based on individual player spending
  • business model, game concept
    • premium / Business model
    • subscription / Business model
    • Free to Play (F2P) / Business model

C

  • Call of Duty (CoD) / Shooting and reloading
  • camera settings
    • selecting / Choosing camera settings
  • camera systems / Camera systems
  • camera types
    • about / Camera types
    • static / Static
    • manual camera / Manual camera
    • camera, tracking / Tracking camera
    • compound camera / Compound Camera
  • Certification Points (CP) / Example – Planetside 2
  • character
    • about / Playable characters, NPCs, and enemies, The bad guys
    • function / The function of characters
    • friend/assistant / Friend/Assistant
    • lover / Lover
    • mentor / Mentor
    • minions / Minions (enemies)
    • allies / Allies
    • boss / Boss
    • antagonist / Antagonist or the Villain
    • villain / Antagonist or the Villain
    • hostage / Hostage
    • vendor / Vendor
    • quest giver / Quest Giver
    • competitor / Competitor
    • villain, types / Types of Villains
    • enemies, type / Types of enemies
    • enemy behaviors / Enemy behaviors and stats
    • stats / Enemy behaviors and stats
    • enemies, existing to entertain player / Enemies exist to entertain the player
  • character design
    • about / A step by step character design
    • deep knowledge of game, acquiring / Acquire a deep knowledge of the game
    • design pillars / Write down the design pillars
    • high concept / Write a high concept
    • stats, defining / Define and balance the stats
    • stats, balancing / Define and balance the stats
    • weapon / Weapon
    • abilities / Abilities
    • iterate / Prototype and iterate
    • prototype / Prototype and iterate
    • final implementation / Final implementation
  • character statistics / Character Statistics
  • cognitive load
    • reducing / Reducing cognitive load
    • mental challenges, avoiding with binary outcomes / Avoiding mental challenges with binary outcomes
    • initial complexity, limiting / Limiting initial complexity and interplay between rules
    • rules, limiting / Limiting initial complexity and interplay between rules
    • knowledge cliffs, lowering / Lowering the knowledge cliffs
  • Collectible Card Game (CCG) / It starts with goals and requirements
  • combat depth
    • about / Combat depth
    • achieving / How to achieve depth
    • emergent gameplay / Emergent gameplay
    • depth / Depth and complexity
    • complexity / Depth and complexity
    • complexity, reducing / Reducing complexity
  • combat systems
    • about / Combat systems, Questioning a combat system
    • designing / How to design a combat system
    • holistic game design / Holistic game design
    • types / Types of combat system
  • common knowledge
    • building / Building on common knowledge
  • community and customer support team (CCS) / Community and customer support
  • complexity of interaction
    • limiting / Limiting the complexity of interaction
  • congnitive load
    • reducing / Reducing cognitive load
  • content lifespan
    • about / Content lifespan
    • real-world example / Real-world examples
  • control types, player input
    • about / Control types
    • digital input / Digital input
    • analog input / Analog input
    • complex analog input / Complex analog input
    • touch screen controls / Touch screen controls

D

  • dead zone / Analog input
  • designer's loop / Designer's loops
  • design polish
    • about / Design polish
    • play / Play
    • talk / Talk
  • design work
    • planning / Planning design work
    • estimation techniques / Estimation techniques
    • priorities / Priorities and dependencies
    • dependencies / Priorities and dependencies
    • implementation / Start from the middle
  • difficulty, vectors of monetization
    • about / Difficulty
    • Band-aids / Difficulty
    • long-term solutions / Difficulty
  • digital prototyping
    • about / Digital prototyping
    • from paper prototyping / From paper to digital
    • abstraction, versus reality / Abstraction versus reality
    • reality, versus abstraction / Abstraction versus reality
    • implementing / Moving on
  • diversity / Diversity
  • downloadable content (DLC) / Traditional milestone structure, Business model

E

  • emotional significance
    • of exploration / Emotional significance of exploration
  • enemies / Playable characters, NPCs, and enemies
  • enemies, types
    • about / Types of enemies
    • chaser/aggressor / Chaser/Aggressor
    • patroller / Patroller
    • guard / Guard
    • shooter / Shooter
    • swarm / Swarm
    • cannon fodder / Cannon Fodder
    • tank / Tank
  • environmental storytelling / Environmental storytelling
  • event classification
    • about / Event classification
    • individual events / Event classification
    • group vs group / Event classification
    • server-wide events / Event classification
    • faction events / Event classification
    • league events / Event classification
  • event components
    • about / Event components
    • totalizers / Totalizers
    • totalizers, prestiging / Prestiging totalizers
    • scored leaderboards / Scored leaderboards
    • knockout / Knockout
  • event engagement / Event participation and engagement
  • event intensity / Event intensity and player burndown
  • event participation / Event participation and engagement
  • event rewards / Event rewards
  • Experience Points (XP) / Mechanics and dynamics produce feedback
  • Explorers / Bartle's types of players

F

  • fantasy
    • creating, through game mechanics / Creating the fantasy through game mechanics
  • feedback
    • about / Feedback
    • UI feedback / Feedback
    • character and object animation / Feedback
    • physics / Feedback
    • visual effects / Feedback
    • screen effects / Feedback
    • tactile feedback / Feedback
    • audio / Feedback
    • textual feedback / Feedback
  • First Person Shooter (FPS) / Genre, Developing an idea into an experience
  • First Time User Experience (FTUE) / Economy and balancing
  • FPS (frames per second) / Stability and performance
  • Free to Play monetization
    • basics / Basics of Free to Play monetization
    • vectors of monetization / Vectors of monetization
    • game economy, establishing / Establishing a game economy

G

  • gacha
    • about / Gacha
    • quality / Pillar 1 – Quantity and quality
    • quantity / Pillar 1 – Quantity and quality
    • player capacity / Pillar 2 – Player capacity
    • desirability / Pillar 3 – Desirability
    • sustainability / Pillar 4 – Sustainability
    • duplicate handling / Pillar 5 – Duplicate handling
    • weight-based loot tables / Weight-based loot tables
    • packaging and opening / Packaging and opening
    • consistency, maintaining / Maintaining consistency
    • kompu gacha / Kompu gacha
    • box gacha / Box gacha
  • game
    • rules / Rules and game mechanics
    • developing / Putting the pieces together
    • features / Feature creep, Less is more
  • game's model loop / Game's model and player's mental loops
  • game balancing
    • methods / Balancing methods and tips
    • tips / Balancing methods and tips
  • game concept
    • about / What is a game concept?
    • hook / The "hook" or "elevator pitch"
    • elevator pitch / The "hook" or "elevator pitch"
    • description / Description
    • key feature set / Key feature set
    • platform / Platform
    • audience / Audience
    • genre / Genre
    • business model / Business model
    • competition, analyzing / Know your competition
    • ideas / The ideation process, Coming up with ideas
    • mechanics, twisting / Twisting familiar mechanics
    • creativity, with constraints / Creativity through constraints
    • fun, mechanics / Finding the fun
    • fantasy, defining / Defining the fantasy
    • aesthetic / The mood, or "how the game looks and feels"
  • game content
    • about / Game content
    • content burn / Content burn
    • content furnace, avoiding / Avoiding content furnace
    • depth / Depth and possibility space
    • possibility space / Depth and possibility space
    • randomization / Randomization and procedural generation
    • procedural generation / Randomization and procedural generation
    • content treadmill, managing / Managing content treadmill
    • remixing / Managing content treadmill
    • replaying / Managing content treadmill
    • resurfacing / Managing content treadmill
    • depth, increasing / Managing content treadmill
    • rules, altering / Managing content treadmill
    • pipeline, improving / Managing content treadmill
  • game design
    • roles / Game design roles
    • generalists / Game design roles
    • economy designers / Game design roles
    • monetization specialists / Game design roles
    • level designers / Game design roles
    • mission designers / Game design roles
    • content designers / Game design roles
    • narrative designers / Game design roles
    • systems designers / Game design roles
    • technical designers / Game design roles
    • specialization / Specialization and T-shaping
    • T-shaping / Specialization and T-shaping
    • development teams / Development teams
    • responsibilities / Responsibilities of a game designer
    • production schedule / Production schedule and milestones
    • milestones / Production schedule and milestones
    • greenlight gates / Greenlight gates and vertical slice
    • vertical slice / Greenlight gates and vertical slice
    • traditional milestone structure / Traditional milestone structure
  • game design, elegance
    • about / Elegance in game design
    • Keep it short and simple (KISS) principle / Keep it short and simple (KISS)
    • less is more principle / The less-is-more principle
  • game design document (GDD)
    • about / Responsibilities of a game designer
    • need for / What is the purpose of a GDD?
    • characteristics / Characteristics of a good GDD, It is modular, It starts with goals and requirements, Is the result of a discussion, Is clear, brief, and concise, Is multimedial, It leaves space for creativity and debate, It comes in different formats and sizes, It is online
    • writing tools / Tools for writing a GDD
  • game designer / Game designers and QA
  • game difficulty
    • about / Game difficulty
    • static difficulty settings / Static difficulty settings
    • automatic difficulty adjustment / Automatic difficulty adjustment
  • game economy
    • establishing / Establishing a game economy
    • monetization strategy, adjusting / Adjusting the monetization strategy
    • player progression, balancing / Balancing player progression
    • gacha / Gacha
    • bundles / Bundles and targeting
    • targeting / Bundles and targeting
    • purchase rationalization / Purchase rationalization
  • game features
    • evolving / Introduction
    • developing / Development
    • twist / Twist
    • conclusion / Conclusion
  • game flow
    • about / Game flow
    • menu flow, example / Example of a menu flow
  • game loops
    • about / Game loops
    • game's model loop / Game's model and player's mental loops
    • player's mental loops / Game's model and player's mental loops
    • interactive loops / Interactive loops
    • designer's loop / Designer's loops
  • game mechanic
    • about / What is a game mechanic?, Rules and game mechanics
    • examples / Examples of game mechanics
    • executing / Jump!
    • jumping / Jump!
    • shooting / Shooting and reloading
    • reloading / Shooting and reloading
    • action points / Action points
    • list / List of common game mechanics
    • interaction, for developing dynamics / Game mechanics interact with each other to develop dynamics
    • feature / Mechanics and dynamics are part of a feature
    • design, approaching / Approaching mechanic design
    • feedback / Mechanics and dynamics produce feedback
    • reference, finding / Finding the right reference
    • references, deconstructing / Deconstructing your references
    • creating / Developing an idea into an experience
    • used, for solving problem / New mechanics to solve a problem
    • innovating / New mechanics to innovate
    • building / Building a new game mechanic
    • Bartle's players / Bartle's types of players
    • Lazzaro's fun / Lazzaro's types of fun
    • Shell's taxonomy / Shell's taxonomy of game mechanics
    • teaching / Teaching game mechanics
    • tutorial, designing / How to design a tutorial
    • free game plays / Tutorials in Free to Play games
  • game mechanics
    • fantasy, creating / Creating the fantasy through game mechanics
  • gameplay
    • space, manipulating / Manipulating space
  • gameplay balancing / Gameplay balancing
  • game project
    • tips and tricks / Tips for closing a game project
  • game publisher
    • role / Role of a games publisher
  • game rules / Rules and game mechanics
  • game structure
    • about / Game structure, Common game structures
    • linear / Linear
    • structured nonlinear / Structured nonlinear
    • open nonlinear / Open nonlinear
    • endless / Endless and sandbox
    • sandbox / Endless and sandbox
    • notes, on structure / Notes on structure
  • game system pacing
    • examples / Pacing via rules and mechanics
  • game systems
    • conflict / Games as systems of conflict
    • opponents / Opponents
    • obstacles / Obstacles
    • dilemmas / Dilemmas
    • quality, over quantity / Quality over quantity
    • choices / More choices, not best choices
    • theory, wrapping up / Wrapping up the theory
    • teaching / Teaching game systems
    • in-game teaching techniques / In-game teaching techniques
    • best practices / Best practices, Don't kill (with) the messenger, Understand the effects of the training mode, Focus your efforts on innovative and obscure, Pick the right moment to work on tutorials, Make a tutorial plan, Try a 3 step process, Test and iterate, Some things are best left unexplained
  • grayboxing / Grayboxing

H

  • hands-on game designer / The hands-on game designer
  • heads-up display (HUD) / Listing and prioritizing information
  • height
    • in games / Height

I

  • illustration tools / Illustration tools
  • in-game teaching techniques
    • about / In-game teaching techniques
    • beginner's training / In-game teaching techniques
    • context-sensitive tutorials / In-game teaching techniques
    • optional training segments / In-game teaching techniques
    • information, leaving in environment / In-game teaching techniques
    • teaching by example / In-game teaching techniques
    • reinforcement / In-game teaching techniques
    • accessible information / In-game teaching techniques
    • failure / In-game teaching techniques
  • ind maps
    • writing / Mind maps
  • intellectual property (IP) / Role of a games publisher, The ideation process
  • interactive loops
    • about / Interactive loops
    • core loops / Core loops
    • extended loops / Extended loops
  • iteration / Iteration

K

  • Keep it short and simple (KISS) principle / Keep it short and simple (KISS)
  • key feature set
    • about / Key feature set
    • USP, finding / Finding your USP
  • Key Performance Indicators (KPIs) / Terms of engagement
  • Killers / Bartle's types of players

L

  • Layered Modifiers
    • about / Layered Modifiers
    • Global sheet / Tier 1 – Globals sheet
    • Character Classes sheet / Tier 2 – Character Classes sheet
    • Character Archetype sheet / Tier 3 – Character Archetype sheet
    • Character Upgrade Path sheet / Tier 4 – Character Upgrade Path sheet
    • Troop Level Data sheet / Tier 5 – Troop Level Data sheet
    • use case summary / Use case summary
  • less is more principle / The less-is-more principle
  • level design
    • about / What is level design?, Level design and storytelling
    • process / The level design process
    • premise / The premise
    • sketch / The sketch
    • grayboxing / Grayboxing
    • art implementation / Art implementation
    • releasing / Final polish
    • practices / Level design practices
    • functional level design / Functional level design and realism
    • realism / Functional level design and realism
    • game features, evolving / Evolving game features
    • pacing / Pacing from day one
    • lock and key / Lock and key
    • geometry / Geometry and gameplay
    • gameplay / Geometry and gameplay
    • effects of lighting / Effects of lighting
    • vision, as mechanic / Vision as a mechanic
    • in multiplayer action games / Level design in multiplayer action games
  • limitations, prototype
    • never-ending prototype / The never-ending prototype
    • time creating systems, spending / Spending time creating systems
    • used as code-base, for production project / Using the prototype as a code-base for the production project
    • time adding features, spending / Spending time adding features, art, and effects
    • time adding art, spending / Spending time adding features, art, and effects
    • time adding effects, spending / Spending time adding features, art, and effects
    • confirmations, seeking / Seeking confirmations
  • linear game content
    • pacing / Pacing linear content
  • linear narrative
    • about / Linear narrative
    • with extended space of action / Linear with extended space of action
  • live-game balancing / Live-game balancing
  • live games
    • tips and tricks / Tips and tricks
  • live operations
    • about / Live operations
    • key aspects / Live operations
    • staffing / Staffing
    • efficiency / Efficient live ops
    • live-game balancing / Live-game balancing
    • planning / Planning
    • calendar / Live ops calendar
    • release cadence / Release cadence
    • tools and setup / Tools and setup
    • events / Events
    • community and customer support team (CCS) / Community and customer support
  • localization / Localization

M

  • massively multiplayer online role-playing games (MMORPGs) / Open structure
  • massive multiplayer first person shooter (MMOFPS) / Example – Planetside 2
  • mass multiplayer online games (MMO) / Genre
  • MBT balancing / MBT balancing
  • menu flow
    • example / Example of a menu flow
  • methodologies, video games
    • functionality testing / Quality assurance
    • compliance testing / Quality assurance
    • compatibility testing / Quality assurance
    • localization testing / Quality assurance
    • soak testing / Quality assurance
    • regression testing / Quality assurance
  • mind maps / Mind maps
  • minimum viable product (MVP) / Priorities and dependencies
  • modular narrative
    • about / Modular narrative
    • graph / Graph
    • open structure / Open structure
    • world state / World state
  • monomyth / Monomyths
  • movement pattern / Patroller
  • Multi-User Dungeon (MUD) / Bartle's types of players
  • multiplayer matchmaking / Multiplayer matchmaking
  • multiplayer online battle arena (MOBA) / Depth and possibility space
  • Multiplayer online battle arenas (MOBA) / Genre

N

  • narrative
    • about / Narrative, Do all games have a narrative?, Why are stories good for games?
    • designing, for video games / Designing narrative for video games
    • linear narrative / Linear narrative
    • modular narrative / Modular narrative
    • environmental storytelling / Environmental storytelling
  • narrative models
    • about / Traditional narrative models
    • three-act story / Three-act story
    • monomyth / Monomyths
  • narrative review process
    • about / Narrative review process
    • read / Step one – Read
    • review / Step two – Review
    • analyze / Step three – Analyze
    • benefits / The benefit of narrative review
  • negative consequences
    • restricting / Restricting negative consequences
  • non-disclosure agreement (NDA) / Personal and professional network
  • Non-Playable Characters (NPC) / Extended loops, Playable characters, NPCs, and enemies
  • non-playable content, vectors of monetization
    • about / Non-playable content
    • cosmetic items / Non-playable content
    • optional services / Non-playable content

O

  • outside gameplay
    • teaching / Teaching outside gameplay
    • tips, loading / Teaching outside gameplay
    • cutscenes and videos, training / Teaching outside gameplay
    • game manuals and guides / Teaching outside gameplay
    • in-game knowledge banks / Teaching outside gameplay
    • external wikis / Teaching outside gameplay
    • peer-to-peer knowledge sharing / Teaching outside gameplay

P

  • pacing
    • about / Pacing
    • mental simulation / Mental and sensory stimulation
    • sensory simulation / Mental and sensory stimulation
    • approaching / How to approach pacing
    • tips / High-intensity and storytelling, Utilizing threat and anxiety
  • pacing, tips / Pacing tips
  • paper prototyping
    • about / Paper prototyping
    • advantages / Advantages of paper prototyping
    • disadvantages / Limitations of paper prototypes
    • case-study / A paper prototype case-study
    • issues, addressing / Addressing the problem, Creating the rules – step 3, Implementation – step 4, First play – step 5, Final step
    • to digital prototyping / From paper to digital
  • perceived performance / Perceived performance
  • personal network / Personal and professional network
  • playable characters / Playable characters, NPCs, and enemies
  • playable content, vectors of monetization
    • about / Playable content
    • permanent / Playable content
    • consumable / Playable content
  • player's mental loops / Game's model and player's mental loops
  • player burndown / Event intensity and player burndown
  • player progression flow / Player progression flow
  • playtesters
    • advantages / Personal and professional network
    • disadvantages / Personal and professional network
  • playtesting
    • about / Playtesting, What to playtest?
    • formats / Playtesting formats
    • individual sessions / Individual sessions
    • group playtesting / Group playtesting
    • public testing / Public testing
    • remote playtesting solutions / Remote playtesting solutions
    • sourcing candidates / Sourcing candidates
  • playtesting questionnaires / Playtesting questionnaires
  • playtesting session
    • executing / Running playtesting sessions
    • supervised individual sessions / Supervised individual sessions
    • unsupervised group playtesting / Unsupervised group playtesting
  • polish
    • about / Polish, How to polish
    • stability and performance / Stability and performance
    • audio and visual / Audio and visual
  • powerful sets / Kompu gacha
  • premise / The premise
  • presentations
    • about / Presentations
    • advantages / Presentations
    • disadvantages / Presentations
  • production
    • about / Traditional milestone structure
    • pre-alpha / Traditional milestone structure
    • alpha / Traditional milestone structure
    • Beta / Traditional milestone structure
    • gold candidate / Traditional milestone structure
    • GM (Gold Master) / Traditional milestone structure
    • release / Traditional milestone structure
  • professional network / Personal and professional network
  • project management (PM) tools
    • about / Project management (PM) tools
    • advantages / Project management (PM) tools
    • disadvantages / Project management (PM) tools
  • prototype
    • about / What is a prototype?
    • consideration / Why a prototype?
    • techniques / Prototyping techniques
    • limitations / Common prototyping mistakes
    • guidelines / A step-by-step guide to prototyping
    • examples / Prototyping exercise
  • prototyping
    • about / Prototyping
    • iteration / Iteration
  • public test realm (PTR) / What to playtest?
  • purchase rationalization
    • about / Purchase rationalization
    • audience, evaluating / Evaluate your audience!
    • limited budgets / Players have limited budgets
  • puzzles / Gameplay balancing

Q

  • quality assurance / Quality assurance, Game designers and QA

R

  • recruited testers
    • about / Recruited testers
    • advantages / Recruited testers
    • disadvantages / Recruited testers
  • Rivers and Lakes / Linear narrative
  • rock-paper-scissors (RPS) / Questioning a combat system
  • role-playing games (RPG) / Genre
  • rubberbanding / Rubberbanding

S

  • scoping
    • practices / Scoping practices
    • content lifespan / Content lifespan
  • Scrum / Scrum
  • Shell's taxonomy, game mechanics
    • about / Shell's taxonomy of game mechanics
    • space / Mechanic 1 – space
    • attributes / Mechanic 2 – objects, attributes, and states
    • states / Mechanic 2 – objects, attributes, and states
    • actions / Mechanic 3 – actions
    • rules / Mechanic 4 – rules
    • skill / Mechanic 5 – skill
    • chance / Mechanic 6 – chance
  • sketch
    • about / The sketch
    • writing, example / Example – written sketch
    • imaginary playthrough, example / Example – imaginary playthrough, Call of Duty: Modern Warfare (FPS) – Pripyat assassination
  • Socializers / Bartle's types of players
  • software development models
    • about / Software development models
    • Waterfall / Waterfall
    • Agile / Agile
  • sourcing candidates
    • about / Sourcing candidates
    • professional network / Personal and professional network
    • personal network / Personal and professional network
    • recruited testers / Recruited testers
    • strangers / Strangers
  • space
    • manipulating / Manipulating space
  • spreadsheets
    • about / Spreadsheets
    • advantages / Spreadsheets
    • disadvantages / Spreadsheets
  • staffing / Staffing
  • stages, monomyth
    • about / 17 stages of the hero's journey
    • departure / Departure
    • initiation / Initiation
    • return / Return
  • static difficulty settings
    • mono-difficulty / Embracing mono-difficulty
  • strangers
    • about / Strangers
    • advantages / Strangers
    • disadvantages / Strangers
  • Strings of Pearls / Linear narrative
  • subtractive design / Additive and subtractive design
  • supervised individual sessions
    • about / Supervised individual sessions
    • session / Session introduction
    • playtesting session / Playtesting session
    • post-session interview / Post-session interview

T

  • techniques, prototype
    • paper prototyping / Paper prototyping
    • digital prototyping / Digital prototyping
  • terms of engagement
    • about / Terms of engagement
    • basic stats / Basic stats
    • analytics / Marketing and analytics
    • marketing / Marketing and analytics
    • economy / Economy and balancing
    • balancing / Economy and balancing
  • Third Person Perspective (TPP) / Third person
  • three-act story / Three-act story
  • time, vectors of monetization
    • about / Time
    • explicitly via timers / Time
    • implicitly via resources / Time
  • traditional milestone structure
    • about / Traditional milestone structure
    • concept phase / Traditional milestone structure
    • preproduction / Traditional milestone structure
    • production / Traditional milestone structure
    • post-release / Traditional milestone structure

U

  • UI indicators
    • progress bars / Choose a fitting state and progress indicator
    • circular indicators / Choose a fitting state and progress indicator
    • color grading / Choose a fitting state and progress indicator
  • UI mockups
    • about / UI mockups
    • paper sketches / Paper sketches
    • digital wireframes / Digital wireframes
    • animated prototypes / Animated and interactive prototypes
    • interactive prototypes / Animated and interactive prototypes
  • UI tips and tricks
    • about / UI Tips and Tricks
    • progress indicator, selecting / Choose a fitting state and progress indicator
    • fitting state, selecting / Choose a fitting state and progress indicator
    • notification badges, using / Consider using notification badges
    • pop-up, matching with context / Match the pop-up with the context
    • tooltips, limitations / Understand the limitations of tooltips
    • labeling / Consider labeling your UI
    • intuitive control design, rules / Do not reinvent the wheel!
    • user's movement / Use movement, contrast, and saturation to grab the user's attention
    • user's contrast / Use movement, contrast, and saturation to grab the user's attention
    • user's saturation / Use movement, contrast, and saturation to grab the user's attention
    • style guide, requesting / Request or create a style guide and enforce it
    • style guide, creating / Request or create a style guide and enforce it
    • style guide, enforcing / Request or create a style guide and enforce it
    • game theme, keeping / Keep theme and pacing in mind
    • game pace / Keep theme and pacing in mind
    • risky actions, confirming / Confirm risky actions
    • time counting / Count the time and steps to play
    • computer screens, analyzing / Screens differ – often widely
    • Gutenberg Principle / UI placement is a science
  • Unique Selling Point (USP) / What is a game concept?, Finding the right reference
  • unlock matrix / Unlock matrix
  • unsupervised group playtesting
    • about / Unsupervised group playtesting
    • objective, setting / Setting an objective
    • feedback, gathering / Gathering feedback
  • user-generated content / User-generated content
  • User Experience (UX)
    • about / Illustration tools, User Experience
    • player input / Player input
    • camera systems / Camera systems
    • feedback / Feedback
  • User Interface (UI)
    • about / Illustration tools
    • designing / Designing UIs
    • information, listing / Listing and prioritizing information
    • information, prioritizing / Listing and prioritizing information
    • critical / Listing and prioritizing information
    • supportive / Listing and prioritizing information
    • contextual / Listing and prioritizing information
  • UX Matters
    • reference link / UI placement is a science

V

  • validation funnel, game design
    • about / Validation funnel in-game development
    • ideation / Validation funnel in-game development
    • preproduction / Validation funnel in-game development
    • market sizing / Validation funnel in-game development
    • internal prototype / Validation funnel in-game development
    • Alpha / Validation funnel in-game development
    • Beta / Validation funnel in-game development
    • soft launch / Validation funnel in-game development
    • KPIs (Key Performance Indicators) / Validation funnel in-game development
    • release / Validation funnel in-game development
    • live ops / Validation funnel in-game development
  • vectors of monetization / Vectors of monetization
  • VFX (visual effects) / Specialization and T-shaping
  • viewing perspective
    • about / Viewing perspectives
    • first person / First person
    • third person / Third person
  • villain, types
    • about / Types of Villains
    • story villains / Types of Villains
    • boss villains / Types of Villains
  • visual clarity
    • maintaining / Maintaining visual clarity

W

  • Waterfall / Waterfall
  • wiki
    • about / Wiki
    • advantages / Wiki
    • disadvantages / Wiki
  • word processors
    • about / Word processors
    • advantages / Word processors
    • disadvantages / Word processors
  • writing techniques, GDD (game design document)
    • about / Writing techniques
    • style, using / Use of style
    • layering details / Layering details
    • prioritize / Prioritize
    • keywords, using / Use of keywords
    • table of contents / Table of Contents
    • bullets points / Bullet points
    • images with captions / Images with captions
    • diagrams / Diagrams
    • variables / Variables
    • redundancy / Redundancy
    • hyperlinks / Hyperlinks
    • draft / Write incrementally by drafting
  • writing tools, GDD (game design document)
    • word processors / Word processors
    • presentations / Presentations
    • mind maps / Mind maps
    • spreadsheets / Spreadsheets
    • project management (PM) tools / Project management (PM) tools
    • wiki / Wiki
    • illustration tools / Illustration tools
lock icon The rest of the chapter is locked
arrow left Previous Section
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $15.99/month. Cancel anytime}