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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

Contributors

About the authors

Adam Kramarzewski is a game designer who, at the age of 19, dived straight into the pre-smartphone mobile games industry of 2007. He has gathered over a decade of experience with the likes of Gameloft, Square Enix, and Space Ape Games, and has worked on over 30 game projects and many world-class IPs, including Lara Croft, Deus Ex, and Transformers. Adam is an avid gamer, and a fan of cinematography, psychology, and all things science. He also sat on the jury for game design at the 2017 BAFTA Video Game Awards.

I'd like to extend my gratitude to my loving girlfriend, Shan, for putting up with me throughout this project, and to my brother Chris, my parents, and everyone at Space Ape Games who helped me out with feedback, fresh ideas, and words of encouragement. Special thanks to Andrew Munden and Bill Robinson, for great suggestions that helped improve this book.

Ennio De Nucci is a game designer and developer. He works as a game designer since 2011 and designed both digital video games and physical board games. He worked for a variety of video game developers, such as the Italian PM Studios Srl, Supermassive Games, and the multinational IGT. Since November 2014, he has been a part of the BAFTA Crew Games. Currently, he works at Another Place Productions in London, where he designs mobile RPGs.

My first thanks to Barbara, who supported me in the long hours of writing and studying for this book. Thanks to my parents, my friends, and all my colleagues at Another Place Productions, who welcomed me into the most amazing dev team. Finally, my gratitude to Fabio Belsanti and Fabio Abbattista, who believed in me and sparked my passion for game design.

About the reviewers

Zoë O'Shea is a PhD candidate studying at Goldsmiths University, London, and is part of the Intelligent Games/Games Intelligence Center for Doctoral Training (IGGI). Originally from Dublin, Ireland, Zoë has previously studied 3D modeling, game design, and games theory. Her current research is centered around player psychology and behavior. When not working on her thesis, Zoë undertakes a wide selection of freelance work and enjoys playing Final Fantasy XIV Online.

Bill Robinson has been developing games for almost 30 years, and has been doing so professionally for over 10 years. He currently works at Space Ape Games in London and worked for Jagex in Cambridge earlier.

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