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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

Summary

From shaping up your business model to running a healthy economy and monetizing your product in an ethical, sustainable way, we hope that this penultimate chapter has provided you with the necessary context and practical guidance on how to approach making and running F2P games.

Even the biggest opposers of the F2P market ought to agree that the games industry is incredibly competitive. As designers, we ought to constantly expand our skill sets and step into the shoes of economists, salespeople, community agents, and players themselves. It’s beneficial to learn about and explore all sides of our industry, even if you do not agree with some of its aspects!

In the next—and last—chapter, we’ll aptly look at what it takes to take your game across the finishing line. Expanding deadlines, the diminishing returns of polishing your product, and the dread of heading full speed toward a release—it’s time for Chapter 16, The Final 10%.

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