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Practical Game Design

You're reading from   Practical Game Design A modern and comprehensive guide to video game design

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Product type Paperback
Published in Aug 2023
Publisher Packt
ISBN-13 9781803245157
Length 446 pages
Edition 2nd Edition
Concepts
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Authors (2):
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Adam Kramarzewski Adam Kramarzewski
Author Profile Icon Adam Kramarzewski
Adam Kramarzewski
Ennio De Nucci Ennio De Nucci
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Ennio De Nucci
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Table of Contents (19) Chapters Close

Preface 1. Chapter 1: Introducing the Game Production Process 2. Chapter 2: Preparing a Game Concept FREE CHAPTER 3. Chapter 3: Scoping a Game Project 4. Chapter 4: Creating Design Documentation 5. Chapter 5: Understanding Game Mechanics 6. Chapter 6: Designing Systems and Features 7. Chapter 7: Making Prototypes 8. Chapter 8: Designing Compelling Stories for Games 9. Chapter 9: The Fundamentals of Level Design 10. Chapter 10: Creating Characters 11. Chapter 11: Balancing Your Content and Systems 12. Chapter 12: Building a Great User Interface and User Experience 13. Chapter 13: Making Your Games Accessible 14. Chapter 14: Mastering Games as a Service 15. Chapter 15: Understanding Monetization Techniques 16. Chapter 16: The Final 10% 17. Index 18. Other Books You May Enjoy

The role of a games publisher

It’s possible that a game project you’ll be working on will have a publisher other than your studio. The relationship between the publisher and the studio can either be internal (in which case they own the developer) or external (the publisher is connected to the studio).

Whatever the relation to the developer, the publisher will not only release the product under its own name and market it but also very likely cover all of the development costs. Deals and royalty structures vary greatly, but in most cases, publishers are the ones who keep the cash flowing between all involved parties and are the ones who are set to gain (or lose) the most.

Publishing can get very complex; sometimes, more than one studio will work on a single game, and other times, an external owner of an intellectual property (IP) will be involved (the IP itself can be a brand, a book, a video game, or a movie universe).

When a publisher is engaged in the project...

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