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Practical game design : a modern and comprehensive guide to video game design / Adam Kramarzewski and Ennio De Nucci.

EBSCOhost Academic eBook Collection (North America) Available online

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O'Reilly Online Learning: Academic/Public Library Edition Available online

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Format:
Book
Author/Creator:
Kramarzewski, Adam, author.
Nucci, Ennio De, author.
Language:
English
Subjects (All):
Video games--Development.
Video games.
Video games--Programming.
Physical Description:
1 online resource (446 pages) : illustrations
Edition:
2nd Revised edition.
Distribution:
London : Bloomsbury Publishing (UK), 2025.
Place of Publication:
Birmingham : Packt Publishing, 2023.
System Details:
text file HTML
Summary:
If you're in search of a cutting-edge actionable guide to game design, your quest ends here! Immerse yourself in the fundamentals of game design with expert guidance from veterans with decades of game design experience across a variety of genres and platforms. The second edition of this book remains dedicated to its original goal of helping you master the fundamentals of game design in a practical manner with the addition of some of the latest trends in game design and a whole lot of fresh, real-world examples from games of the current generation. This update brings a new chapter on games as a service, explaining the evolving role of the game designer and diving deeper into the design of games that are meant to be played forever. From conceptualizing a game idea, you'll gradually move on to devising a design plan and adapting solutions from existing games, exploring the craft of producing original game mechanics, and eliminating anticipated design risks through testing. You'll then be introduced to level design, interactive storytelling, user experience and accessibility. By the end of this game design book, you'll have learned how to wrap up a game ahead of its release date, work through the challenges of designing free-to-play games and games as a service, and significantly improve their quality through iteration, playtesting, and polishing.
Contents:
Cover
Title Page
Copyright and Credit
Dedicated
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
Production schedule and milestones
Greenlight gates and vertical slice
A traditional milestone structure
Validation funnel in-game development
The role of a games publisher
Summary
Chapter 2: Preparing a Game Concept
What is a game concept?
Structure of a game concept document
The hook or elevator pitch
Description
Key feature set
Platform
Audience
Genre
Business model
Knowing your competition
Understanding the ideation process
Coming up with ideas
Twisting familiar mechanics
Creativity through constraints
Finding the fun
Defining fantasy
The mood, or how the game looks and feels
Chapter 3: Scoping a Game Project
The evolution of game structure
Common game structures
Linear
Structured nonlinear
Open nonlinear
Endless and sandbox
Notes on structure
Game content
Content burn
Scoping practices
Content lifespan
Game flow
Planning design work
Estimation techniques
Priorities and dependencies
Chapter 4: Creating Design Documentation
The purpose of a GDD
Characteristics of a good GDD
It is modular
It starts with goals and requirements
It is the result of a discussion
It is clear, brief, and concise
It is multimedia
It leaves space for creativity and debate
It comes in different formats and sizes
It is online, shareable, and accessible
Tools for writing a GDD
Word processors
Wikis
Presentations
Note organizers
Digital whiteboards
Mind maps.
Spreadsheets
Illustration tools
Generative AI tools
Writing techniques
Use of style
Layering details
Start with a high-level design
Motion versus action
Write incrementally by drafting
Prioritize
Use of keywords
Table of contents
Bullet points
Images with captions
Diagrams
Variables
Redundancy
Hyperlinks
Elegance in game design
Keep it short and simple (KISS)
The less-is-more principle
Chapter 5: Understanding Game Mechanics
What is a game mechanic?
Examples of 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: Designing Systems and Features
Developing an idea into an experience
Innovating with design
Solving gameplay problems with design
Building a game feature starting from the players
Game loops
Game's model and player's mental loops
Interactive loops
Designer's loops
Progression systems
Progression systems provide pace to the game
Progression systems provide variety
Games as systems of conflict
Opponents
Obstacles
Dilemmas
Quality over quantity
More choices, not best choices
Combat systems
How to design a combat system
Combat depth
Teaching game features
How to design a tutorial
Tutorials in free-to-play games
Chapter 7: Making Prototypes
What is a prototype?
Why a prototype?
Prototyping techniques
Paper prototyping
Digital prototyping
A step-by-step guide to prototyping
Step 1 - ask the right questions.
Step 2 - select the framework and tools
Step 3 - create the rules
Step 4 - implement and create the prototype
Step 5 - the first playtest
Step 6 - iterate
Step 7 - move on
Prototyping exercise
The hands-on game designer
A paper prototype case study
Questioning a combat system
Addressing the problem
From paper to digital
Abstraction versus reality
Moving on
Chapter 8: Designing Compelling Stories for Games
Narrative
Do all games have a narrative?
Why are stories good for games?
Traditional narrative models
The three-act story
Monomyth
Designing narratives for video games
Linear narrative
Modular narrative
Environmental storytelling
Chapter 9: The Fundamentals of Level Design
What is level design?
The level-design process
The premise
The sketch
Grayboxing
Art implementation
Final polish
Level design and storytelling
Level-design practices
Functional level design and realism
Evolving game features
Pacing from day one
Lock and key
Geometry and gameplay
Effects of lighting
Vision as a mechanic
Level design in multiplayer action games
Chapter 10: Creating Characters
Do all games need characters?
The birth of a video game character
Playable characters, NPCs, and enemies
The function of characters
Character statistics, attributes, and abilities
A step-by-step character design
Acquire deep knowledge of the game
Write down the design pillars
Write a high concept
Define and balance the stats
Prototype and iterate
Final implementation
Enemies
Types of villains
Types of enemies
Enemy behaviors and stats
Enemies exist to entertain a player
Diversity
Chapter 11: Balancing Your Content and Systems
Gameplay balancing.
Gameplay balancing methods and tips
MBT balancing
Layered Modifiers
Game difficulty
Static difficulty settings
Automatic difficulty adjustment
Pacing
Mental and sensory stimulation
How to approach pacing
Chapter 12: Building a Great User Interface and User Experience
Understanding UX
Player input
Camera systems
Feedback
Designing UIs
Listing and prioritizing information
UI mockups
UI tips and tricks
Chapter 13: Making Your Games Accessible
Increasing accessibility
Reducing cognitive load
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
Localization
Playtesting
What to playtest?
Playtesting formats
Sourcing candidates
Running playtesting sessions
Chapter 14: Mastering Games as a Service
Terms of engagement
Basic stats
Marketing and analytics
Economy and balancing
Live operations
Staffing
Efficient live ops
Managing the content treadmill
Live-game balancing
Tools and setup
Content management system (CMS)
Customer relationship management (CRM)
Dashboards
Test environments
Live ops tools
Asset streaming
Events
Event classification
Event components
Event rewards
Community and customer support
Supporting players
Official Discord servers, Reddit communities, and social media accounts
Gathering feedback
Newsletters
Localized customer support
Live streaming
Introduction to season passes
Designing a season pass
Progression mechanics
Accessing previous passes
Premium rewards and perks
Season pass tips
Summary.
Chapter 15: Understanding Monetization Techniques
Basics of F2P monetization
Vectors of monetization
Time
Difficulty
Playable content
Non-playable content
In-game advertisements
Establishing a game economy
Adjusting the monetization strategy
Balancing player progression
Gacha
Weight-based loot tables
Packaging and opening
Maintaining consistency
Kompu gacha
Box gacha
Bundles and targeting
Adjusting your offering based on individual player spending
Purchase rationalization
Evaluate your audience!
Players have limited budgets
Using season passes for monetization
Tips for creating a high-performing season pass
Why do some games fail to monetize?
Poor goal setting
Content is not desirable
Poor balancing (too easy or too hard)
Monetization works but is inherently low performing
Monetization tips and tricks
Earn an opportunity to spend
Player spending should build up your community, not divide it
Disappointments and regrets cost dearly!
Think of technical performance holistically
Scarcity influences value
Focus on daily retention
Optimize your newsletters and notifications
The network effect can make and break your game
Put yourself in the consumer's shoes
Maintain tight control over your rewards
Beware of stockpiling resources
Start strong and hook players onto the long-term premise
Preview content to spark a desire
Chapter 16: The Final 10%
Putting the pieces together
Feature creep
User experience improvement
Polishing
How to polish
Quality assurance
Game designers and QA
Tips for closing a game project
Index
Other Books You May Enjoy.
Notes:
Previous edition: 2018.
Includes QR code to access ebook.
Includes index.
Other Format:
Print version :
ISBN:
9781803233901
1803233907
OCLC:
1396235594

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