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

Summary


In this chapter, we have learned how to prototype a game and why it is important to do so. We described in detail paper prototyping and how you can start doing it right now, without any particular technical knowledge. This chapter heavily emphasized paper prototyping over its digital counterpart, because it is really at the core of what you can do to create a game and become a better game designer without having to learn anything else. The reader who, at this point of the book, will try to create his own paper prototype and start experimenting with some board game design is the one who already stepped out from being a learner to being a maker.

We moved onto digital prototyping, and how even pretty basic technical skills could make all the difference for a rookie game designer and give them a great competitive edge to break into the game industry and be able to give life to their own vision. We can't recommend enough that you practice with what you have learned so far. Regardless of...