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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

The ideation process

We have already explored defining and communicating game ideas to others through the game concept document, now let's pose a more fundamental question. How do we generate the game idea in the first place? How do we get to the point of having something to write down in the concept document?

Before we begin, let's make it clear that the game designer is not the ideas guy. It is not their job to have a constant flow of new game ideas. These can (and should) come from anyone in the company or even from people outside your organization. It's very common in our industry to have publishers commission a game idea to the developers, an owner of an intellectual property (IP) such as Star Wars or The Witcher to seek out licensing, or game studios themselves providing outsourcing services to other developers.

A game idea could be driven by market research...

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