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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

Software development models

We’d like to help you better understand the production process and the path a game project takes. To achieve that, let’s take a brief look at the two most common software development models, Waterfall and Agile.

Waterfall

Waterfall, as we understand it today, is a sequential approach to production with no space for iteration. The product is supposed to go through six rigid phases in a specific order (always trickling down, such as a waterfall):

  1. Listing all software requirements.
  2. Analyzing requirements.
  3. Designing the whole product and its architecture.
  4. Writing and implementing all of the systems and content.
  5. Testing and debugging.
  6. Operations, support, and maintenance of a completed product.

Since this process allows for no iteration, its use in games development is highly limited. It can, however, be applied on a small scale, be it on a part of a game’s content (for example, art asset production...

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