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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

Quality assurance

One thing must be immediately clarified: QA doesn’t happen in the final phase only. It must start as soon as a game design becomes software.

Postponing QA to a later stage, or not having QA testers embedded in the game development team from the start is a common reason for the final 10% becoming 80%.

We are including QA in this chapter because it is a critical part of any game project’s closure and certain QA passes can only be done once the game is complete. It is only at this stage that a game can get the so-called Gold Master status, which means there is a build of the game that has passed all the publisher’s and platform’s requirements and has a bug rate below a certain threshold. Remember? We talked about the Gold Master in the first chapter of this book, Chapter 1, Introducing the Game Production Process.

There are different methodologies for game testing, each dedicated to a particular area of the game.

Most of them are...

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