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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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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

Scoping a Game Project

In this chapter, we’ll teach you the concepts and relationships between a game’s overall scope, its structure, and its content. We’ll explore real-world examples and help you build an understanding of how to better assess and document the size, complexity, and dependencies in your game, as well as help you estimate your tasks.

The game’s scope is a term used to define the project’s perceived size and complexity. Without knowing the approximate scope in advance, any production scheduling, costing, and staffing are nigh on impossible. The scope is usually welldefined by the time you wrap up the first version of the game design document.

As a game designer working on establishing the initial scope, it’s your responsibility to list all of the known features, functionalities, and systems, as well as approximate the entirety of the game’s content. This includes the quantity and complexity of gameplay mechanics...

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