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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

Scoping practices

The best way to approach scoping is by deconstructing the game from the top and defining the critical progression path of the player. Think of the final experience you want to deliver or the story you want to tell. Thinking about levels or any other units of player progress, can you define the minimal, optimal, and nice-to-have quantities?

How much new content (obstacles, non playable characters aka NPCs, game mechanics, and so on) will you need on each part of the critical path to keep things interesting? By dividing player experience into chunks, you’ll be able to easily estimate the amount of all interdependent elements.

Content lifespan

The content lifespan is a document that lists every significant piece of content and maps it against a player’s journey in the game. It allows people to plan the production, estimate which elements are needed first, and identify the areas that have too many or too few new elements.

Unless you’re...

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