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Practical Game Design

You're reading from   Practical Game Design Learn the art of game design through applicable skills and cutting-edge insights

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Product type Paperback
Published in Apr 2018
Publisher Packt
ISBN-13 9781787121799
Length 476 pages
Edition 1st Edition
Concepts
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Authors (2):
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Ennio De Nucci Ennio De Nucci
Author Profile Icon Ennio De Nucci
Ennio De Nucci
Adam Kramarzewski Adam Kramarzewski
Author Profile Icon Adam Kramarzewski
Adam Kramarzewski
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Toc

Table of Contents (17) Chapters Close

Preface 1. Introducing the Game Production Process FREE CHAPTER 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 16. Other Books You May Enjoy

Prototyping

At this point in the book, you might have realized that, practical as it may be, game design happens in the designer's head first, on a document of some sort second, and only in a third step is it possible to implement it.

To actually make the game happen, the designer has to get their hands on a tool that allows them to create working software; to write some code. Not all game designers are programmers, and even if they know how to program, designing and programming are two different jobs both requiring a person's full attention (and the bigger the project, the more this truth cannot be bent).

There is one activity where a game designer is required to turn the design into a playable thing as if he was the only person working on it. This is the quintessence of practical game design.

This is the creation of a game prototype.

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