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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

Designing UIs

The main objectives of any UI are to facilitate interaction and communicate the state of the game to the player.

Some products can get away with little UI other than game menus and occasional control prompts, while others try to avoid using any text in their interface and operate purely on iconography. The efforts to try and minimize the amount of UI and communicate the state of the game purely with game feedback and UX are applaudable and can result in very elegant designs.

Nevertheless, the more complex your game systems get, the more complex the states they produce. Deep and extensive UIs are often unavoidable and knowing how to design them (or at least how to support and understand the professionals that do it for you) is a very important skill.

Listing and prioritizing information

As game designers, we often strive to provide our audience with deep, complex decisions. We sometimes think that, if players are confused, perhaps showing more of the stuff...

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