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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 level design process


As we already know from the opening paragraphs, level design can span a variety of tasks, from defining enemy spawn patterns to creating puzzles, sculpting, and populating an environment or even defining beat-maps in music games. Nevertheless, there are some processes and steps that can be applied to almost any content creation task, be it in part or as a whole. These steps are as follows:

  1. The premise: Setting up a high-level vision
  2. The sketch: Expanding upon the design
  3. Grayboxing: Implementing and iterating on gameplay
  4. Art implementing: Dressing up your creation
  5. Final polish: Bug fixing and final adjustments before release

Let's go through all of them in detail and explore some examples!

The premise

Think of the premise as a succinct but persuasive sales pitch, even if the only person you're selling an idea to is yourself. Usually, all you need is a short paragraph that highlights the purpose (from the designer's point of view) and potentially the value (in the player's...

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