Book Image

Practical Game Design

By : Adam Kramarzewski, Ennio De Nucci
Book Image

Practical Game Design

By: Adam Kramarzewski, Ennio De Nucci

Overview of this book

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 to significantly improve their quality through iteration, polishing and playtesting.
Table of Contents (22 chapters)
Title Page
Copyright and Credits
Packt Upsell
Contributors
Preface
Index

Planning design work


In the games industry, it's usually the project manager who creates and enforces production schedules. To do that, a list of task and assets to produce is assembled based on the design documentation. These tasks are then paired with estimates that (in the best-case scenario) come from the people who will actually end up doing said tasks. If the project is highly inventive and/or staff members inexperienced, more senior employees might get involved in helping with the initial schedule.

Unfortunately, in the words of strategist Helmuth von Moltke, "No battle plan ever survives contact with the enemy." First production schedules are likely to be very, very wrong. In the beginning, things will usually take longer than anticipated, and a lot of unknown problems, changes in direction, and missed tasks will emerge. Fortunately, as time goes on, your team's experience with the product grows and your tools are likely to improve, making the creation of future game content much...