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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

Making Your Games Accessible

In the previous chapter, we learned about the user experience (UX) and best practices in user interface (UI) design. We’ll now learn how to make these, and any other parts of the game, more accessible; that is, easier to use, understand, and relate to.

To begin with, we need to find ways to create a steady and frictionless introduction to the game world and the rules governing it. We then have to ensure that the game can provide a highly playable experience to players that are less experienced, skilled, or capable (be it cognitively or physically).

Last but not least, even the best games often start in a bad place, and there’s no better way to find things to improve than to test our games on potential players. We’ll spend the final half of the chapter on the art of usability testing and arm you with the expertise required to plan and execute your very own playtesting sessions!

We will cover the following topics in this chapter...

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