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Practical game design : learn the art of game design through applicable skills and cutting-edge insights / Adam Kramarzewski, Ennio De Nucci.

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Format:
Book
Author/Creator:
Kramarzewski, Adam, author.
De Nucci, Ennio, author.
Language:
English
Subjects (All):
Video games--Design.
Video games.
Computer graphics.
Physical Description:
1 online resource (476 pages) : illustrations
Edition:
1st edition
Place of Publication:
Birmingham : Packt Publishing, 2018.
System Details:
text file
Summary:
Design accessible and creative games across genres, platforms, and development realities About This Book Implement the skills and techniques required to work in a professional studio Ace the core principles and processes of level design, world building, and storytelling Design interactive characters that animate the gaming world Who This Book Is For Whether you are a student eager to design a game or a junior game designer looking for your first role as a professional, this book will help you with the fundamentals of game design. By focusing on best practices and a pragmatic approach, Practical Game Design provides insights into the arts and crafts from two senior game designers that will interest more seasoned professionals in the game industry. What You Will Learn Define the scope and structure of a game project Conceptualize a game idea and present it to others Design gameplay systems and communicate them clearly and thoroughly Build and validate engaging game mechanics Design successful business models and prepare your games for live operations Master the principles behind level design, worldbuilding and storytelling Improve the quality of a game by playtesting and polishing it In Detail If you are looking for an up-to-date and highly applicable guide to game design, then you have come to the right place! Immerse yourself in the fundamentals of game design with this book, written by two highly experienced industry professionals to share their profound insights as well as give valuable advice on creating games across genres and development platforms. Practical Game Design covers the basics of game design one piece at a time. Starting with learning how to conceptualize a game idea and present it to the development team, you will gradually move on to devising a design plan for the whole project and adapting solutions from other games. You will also discover how to produce original game mechanics without relying on existing reference material, and test and eliminate anticipated design risks. You will then design elements that compose the playtime of a game, followed by making game mechanics, content, and interface accessible to all players. You will also find out how to simultaneously ensure that the gameplay mechanics and content are working as intended. As the book reaches its final chapters, you will learn to wrap up a game ahead of its release date, work through the different challenges of designing free-to-play games, and understand how t...
Contents:
cover
Title Page
Copyright and Credits
Packt Upsell
Contributors
Table of Contents
Preface
Chapter 1: Introducing the Game Production Process
Game design roles
Specialization and T-shaping
Development teams
Responsibilities of a game designer
Software development models
Waterfall
Agile
Scrum
Production schedule and milestones
Greenlight gates and vertical slice
Traditional milestone structure
Validation funnel in-game development
Role of a games publisher
Summary
Chapter 2: Game Concept
What is a game concept?
The "hook" or "elevator pitch
Description
Key feature set
Finding your USP
Platform
Audience
Age rating systems
Genre
Business model
Know your competition
The ideation process
Coming up with ideas
Twisting familiar mechanics
Creativity through constraints
Finding the fun
Prototyping
Iteration
Defining the fantasy
Creating the fantasy through game mechanics
The mood, or "how the game looks and feels
Chapter 3: Scoping a Game Project
Game structure
Game content
Content burn
Avoiding content furnace
Depth and possibility space
Randomization and procedural generation
User-generated content
Managing content treadmill
Common game structures
Linear
Structured nonlinear
Open nonlinear
Endless and sandbox
Notes on structure
Scoping practices
Content lifespan
Real-world examples
Player progression flow
Unlock matrix
Game flow
Example of a menu flow
Planning design work
Estimation techniques
Priorities and dependencies
Start from the middle
Chapter 4: Design Documentation
What is the purpose of a GDD?
Characteristics of a good GDD
It is modular
It starts with goals and requirements.
Is the result of a discussion
Is clear, brief, and concise
Is multimedial
It leaves space for creativity and debate
It comes in different formats and sizes
It is online
Tools for writing a GDD
Word processors
Presentations
Mind maps
Spreadsheets
Project management (PM) tools
Wiki
Illustration tools
Writing techniques
Use of style
Layering details
Prioritize
Use of keywords
Bullet points
Images with captions
Diagrams
Variables
Redundancy
Hyperlinks
Write incrementally by drafting
Elegance in game design
Keep it short and simple (KISS)
The less-is-more principle
Chapter 5: Adaptation of Mechanics
What is a game mechanic?
Examples of game mechanics
Jump!
Shooting and reloading
Action points
List of common game mechanics
Game mechanics interact with each other to develop dynamics
Mechanics and dynamics are part of a feature
Approaching mechanic design
Rules and game mechanics
Mechanics and dynamics produce feedback
Finding the right reference
Deconstructing your references
Additive and subtractive design
Putting it all back together
Chapter 6: Invention of Mechanics
Developing an idea into an experience
New mechanics to solve a problem
New mechanics to innovate
Building a new game mechanic
Bartle's types of players
Lazzaro's types of fun
Shell's taxonomy of game mechanics
Mechanic 1 - space
Mechanic 2 - objects, attributes, and states
Mechanic 3 - actions
Mechanic 4 - rules
Mechanic 5 - skill
Mechanic 6 - chance
Game loops
Game's model and player's mental loops
Interactive loops
Core loops
Extended loops
Designer's loops
Games as systems of conflict
Opponents
Obstacles
Dilemmas
Quality over quantity.
More choices, not best choices
Wrapping up the theory
Combat systems
How to design a combat system
Holistic game design
Types of combat system
Combat depth
How to achieve depth
Emergent gameplay
Depth and complexity
Reducing complexity
Teaching game mechanics
How to design a tutorial
Tutorials in Free to Play games
Chapter 7: Prototyping
What is a prototype?
Why a prototype?
Prototyping techniques
Paper prototyping
Advantages of paper prototyping
Limitations of paper prototypes
Digital prototyping
Common prototyping mistakes
The never-ending prototype
Spending time creating systems
Using the prototype as a code-base for the production project
Spending time adding features, art, and effects
Seeking confirmations
A step-by-step guide to prototyping
Prototyping exercise
The hands-on game designer
A paper prototype case-study
Questioning a combat system
Addressing the problem
Asking the right questions - step 1
Selecting the tools - step 2
Creating the rules - step 3
Implementation - step 4
First play - step 5
Iteration - step 6
Final step
From paper to digital
Abstraction versus reality
Moving on
Chapter 8: Games and Stories
Narrative
Do all games have a narrative?
Why are stories good for games?
Traditional narrative models
Three-act story
Monomyths
17 stages of the hero's journey
Departure
Initiation
Return
Designing narrative for video games
Linear narrative
Linear with extended space of action
Modular narrative
Graph
Open structure
World state
Environmental storytelling
Narrative review process
Step one - Read
Step two - Review
Step three - Analyze
The benefit of narrative review
Chapter 9: Level Design.
What is level design?
The level design process
The premise
The sketch
Example - written sketch
Example - imaginary playthrough
Call of Duty: Modern Warfare (FPS) - Pripyat assassination
Grayboxing
Art implementation
Final polish
Level design and storytelling
Level design practices
Functional level design and realism
Evolving game features
Introduction
Development
Twist
Conclusion
Pacing from day one
Lock and key
Geometry and gameplay
Manipulating space
Height
Emotional significance of exploration
Effects of lighting
Vision as a mechanic
Level design in multiplayer action games
Chapter 10: Characters
Playable characters, NPCs, and enemies
The function of characters
Friend/Assistant
Lover
Mentor
Minions (enemies)
Allies
Boss
Antagonist or the Villain
Hostage
Vendor
Quest Giver
Competitor
Character Statistics
A step by step character design
Acquire a deep knowledge of the game
Write down the design pillars
Write a high concept
Define and balance the stats
Weapon
Abilities
Prototype and iterate
Final implementation
The bad guys
Types of Villains
Types of enemies
Chaser/Aggressor
Patroller
Guard
Shooter
Swarm
Cannon Fodder
Tank
Enemy behaviors and stats
Enemies exist to entertain the player
Diversity
Chapter 11: User Interface and User Experience
User Experience
Player input
Control types
Digital input
Analog input
Complex analog input
Touch screen controls
Camera systems
Camera types
Static
Manual camera
Tracking camera
Compound Camera
Viewing perspectives
First person
Third person
Choosing camera settings
Feedback
Designing UIs
Listing and prioritizing information
UI mockups.
Paper sketches
Digital wireframes
Animated and interactive prototypes
UI Tips and Tricks
Choose a fitting state and progress indicator
Consider using notification badges
Match the pop-up with the context
Understand the limitations of tooltips
Consider labeling your UI
Do not reinvent the wheel!
Use movement, contrast, and saturation to grab the user's attention
Request or create a style guide and enforce it
Keep theme and pacing in mind
Confirm risky actions
Count the time and steps to play
Screens differ - often widely
UI placement is a science
Chapter 12: Accessibility
Increasing accessibility
Reducing cognitive load
Avoiding mental challenges with binary outcomes
Limiting initial complexity and interplay between rules
Lowering the knowledge cliffs
Limiting the complexity of interaction
Maintaining visual clarity
Making audio optional
Restricting negative consequences
Building on common knowledge
Teaching game systems
In-game teaching techniques
Teaching outside gameplay
Best practices
Don't kill (with) the messenger
Understand the effects of the training mode
Focus your efforts on innovative and obscure
Pick the right moment to work on tutorials
Make a tutorial plan
Try a 3 step process
Test and iterate
Some things are best left unexplained
Localization
Playtesting
What to playtest?
Playtesting formats
Individual sessions
Group playtesting
Public testing
Remote playtesting solutions
Sourcing candidates
Personal and professional network
Recruited testers
Strangers
Running playtesting sessions
Supervised individual sessions
Session introduction
Playtesting session
Post-session interview
Unsupervised group playtesting
Setting an objective
Gathering feedback.
Playtesting questionnaires.
Notes:
Description based on print version record.
Other Format:
Print version :
ISBN:
9781787122161
1787122166
OCLC:
1032710383

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