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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
Author Profile Icon Ennio De Nucci
Ennio De Nucci
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Toc

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

Putting it all back together

Once you have found your references, deconstructed them, taken the most significant elements as a base to develop your mechanics, and finally, added or taken out whatever you needed to achieve your gameplay vision, it is finally time to test whether it really works!

At this point, you are probably not yet writing detailed documentation for the rest of the team. Most likely, you are in some sort of prototyping phase. Especially with core mechanics, the only way to test your hypothesis (of fun) is to play them.

We will discuss later how to effectively prototype game mechanics and flows. For now, it is important that you understand that the process of creating new mechanics goes hand in hand with working software.

The only way to know whether your character’s jump needs to follow realistic physics or not, what the speed at which it is performed should be, and the maximum height is to play the game and feel whether your design assumptions were...

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