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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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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

Tools and setup

Even the best live ops teams will have a hard time running their game without the help of efficient tooling and bullet-proof infrastructure. Let’s run through the basics.

Content management system (CMS)

The CMS encapsulates any tooling that empowers designers, live ops managers, and any other non-programmers to create, change, and deploy game content.

From game and level editors to bespoke configuration tools, config files, and online spreadsheets, the fate of your CMS will depend on your game engine and data architecture. Live ops tooling cannot be an afterthought, so make sure to communicate your content management intentions early and request any tools you may need throughout production.

With a well-integrated CMS, editing files is quick, error-free, and well-visualized. Moreover, deploying new balancing tweaks, levels, missions, events, localization files, items, and so on should be done in the CMS alone and require no new game code.

New graphical...

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