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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

In this chapter, we saw how to create interesting characters and give them a specific function in the game world, whether they are playable characters, NPCs, or enemies. You learned how to define a character through a system of numerical stats, abilities, or a control system. We have walked through a playable character design process and put together a pretty cool new Overwatch hero! We also took a closer look at what makes enemies interesting and villains memorable – their motivations, backstories and points of view in the game world.

Finally, we made some important considerations about the concept of diversity and how important it is, in our modern society, to keep that in mind as a part of our creative process.

The next stop is Chapter 11, Balancing Your Content and Systems, where you will learn how to approach balancing your content, adjusting the difficulty, and understanding the concepts of pacing and flow.

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