Index
A
- accessibility
- increasing / Increasing accessibility
- congnitive load, reducing / Reducing cognitive load
- complexity of interaction, limiting / Limiting the complexity of interaction
- visual clarity, maintaining / Maintaining visual clarity
- audio optional, creating / Making audio optional
- negative consequences, restricting / Restricting negative consequences
- common knowledge, building / Building on common knowledge
- Achievers / Bartle's types of players
- additive design / Additive and subtractive design
- Agile
- Agile Manifesto
- URL / Agile
- art implementation / Art implementation
- audience, game concept
- age rating systems / Age rating systems
- audio optional
- creating / Making audio optional
- automatic difficulty adjustment
- about / Automatic difficulty adjustment
- rubberbanding / Rubberbanding
- multiplayer matchmaking / Multiplayer matchmaking
- progression-driven difficulty / Progression-driven difficulty
B
- balancing
- MBT balancing / MBT balancing
- Layered Modifiers / Layered Modifiers
- brainstorming
- reference link / Is the result of a discussion
- bundles
- about / Bundles and targeting
- EV, utilizing / Utilizing EV in bundle creation
- individual player spending / Adjusting your offering based on individual player spending
- business model, game concept
- premium / Business model
- subscription / Business model
- Free to Play (F2P) / Business model
C
- Call of Duty (CoD) / Shooting and reloading
- camera settings
- selecting / Choosing camera settings
- camera systems / Camera systems
- camera types
- about / Camera types
- static / Static
- manual camera / Manual camera
- camera, tracking / Tracking camera
- compound camera / Compound Camera
- Certification Points (CP) / Example – Planetside 2
- character
- about / Playable characters, NPCs, and enemies, The bad guys
- function / The function of characters
- friend/assistant / Friend/Assistant
- lover / Lover
- mentor / Mentor
- minions / Minions (enemies)
- allies / Allies
- boss / Boss
- antagonist / Antagonist or the Villain
- villain / Antagonist or the Villain
- hostage / Hostage
- vendor / Vendor
- quest giver / Quest Giver
- competitor / Competitor
- villain, types / Types of Villains
- enemies, type / Types of enemies
- enemy behaviors / Enemy behaviors and stats
- stats / Enemy behaviors and stats
- enemies, existing to entertain player / Enemies exist to entertain the player
- character design
- about / A step by step character design
- deep knowledge of game, acquiring / Acquire a deep knowledge of the game
- design pillars / Write down the design pillars
- high concept / Write a high concept
- stats, defining / Define and balance the stats
- stats, balancing / Define and balance the stats
- weapon / Weapon
- abilities / Abilities
- iterate / Prototype and iterate
- prototype / Prototype and iterate
- final implementation / Final implementation
- character statistics / Character Statistics
- cognitive load
- reducing / Reducing cognitive load
- mental challenges, avoiding with binary outcomes / Avoiding mental challenges with binary outcomes
- initial complexity, limiting / Limiting initial complexity and interplay between rules
- rules, limiting / Limiting initial complexity and interplay between rules
- knowledge cliffs, lowering / Lowering the knowledge cliffs
- Collectible Card Game (CCG) / It starts with goals and requirements
- combat depth
- about / Combat depth
- achieving / How to achieve depth
- emergent gameplay / Emergent gameplay
- depth / Depth and complexity
- complexity / Depth and complexity
- complexity, reducing / Reducing complexity
- combat systems
- about / Combat systems, Questioning a combat system
- designing / How to design a combat system
- holistic game design / Holistic game design
- types / Types of combat system
- common knowledge
- building / Building on common knowledge
- community and customer support team (CCS) / Community and customer support
- complexity of interaction
- limiting / Limiting the complexity of interaction
- congnitive load
- reducing / Reducing cognitive load
- content lifespan
- about / Content lifespan
- real-world example / Real-world examples
- control types, player input
- about / Control types
- digital input / Digital input
- analog input / Analog input
- complex analog input / Complex analog input
- touch screen controls / Touch screen controls
D
- dead zone / Analog input
- designer's loop / Designer's loops
- design polish
- about / Design polish
- play / Play
- talk / Talk
- design work
- planning / Planning design work
- estimation techniques / Estimation techniques
- priorities / Priorities and dependencies
- dependencies / Priorities and dependencies
- implementation / Start from the middle
- difficulty, vectors of monetization
- about / Difficulty
- Band-aids / Difficulty
- long-term solutions / Difficulty
- digital prototyping
- about / Digital prototyping
- from paper prototyping / From paper to digital
- abstraction, versus reality / Abstraction versus reality
- reality, versus abstraction / Abstraction versus reality
- implementing / Moving on
- diversity / Diversity
- downloadable content (DLC) / Traditional milestone structure, Business model
E
- emotional significance
- of exploration / Emotional significance of exploration
- enemies / Playable characters, NPCs, and enemies
- enemies, types
- about / Types of enemies
- chaser/aggressor / Chaser/Aggressor
- patroller / Patroller
- guard / Guard
- shooter / Shooter
- swarm / Swarm
- cannon fodder / Cannon Fodder
- tank / Tank
- environmental storytelling / Environmental storytelling
- event classification
- about / Event classification
- individual events / Event classification
- group vs group / Event classification
- server-wide events / Event classification
- faction events / Event classification
- league events / Event classification
- event components
- about / Event components
- totalizers / Totalizers
- totalizers, prestiging / Prestiging totalizers
- scored leaderboards / Scored leaderboards
- knockout / Knockout
- event engagement / Event participation and engagement
- event intensity / Event intensity and player burndown
- event participation / Event participation and engagement
- event rewards / Event rewards
- Experience Points (XP) / Mechanics and dynamics produce feedback
- Explorers / Bartle's types of players
F
- fantasy
- creating, through game mechanics / Creating the fantasy through game mechanics
- feedback
- First Person Shooter (FPS) / Genre, Developing an idea into an experience
- First Time User Experience (FTUE) / Economy and balancing
- FPS (frames per second) / Stability and performance
- Free to Play monetization
- basics / Basics of Free to Play monetization
- vectors of monetization / Vectors of monetization
- game economy, establishing / Establishing a game economy
G
- gacha
- about / Gacha
- quality / Pillar 1 – Quantity and quality
- quantity / Pillar 1 – Quantity and quality
- player capacity / Pillar 2 – Player capacity
- desirability / Pillar 3 – Desirability
- sustainability / Pillar 4 – Sustainability
- duplicate handling / Pillar 5 – Duplicate handling
- weight-based loot tables / Weight-based loot tables
- packaging and opening / Packaging and opening
- consistency, maintaining / Maintaining consistency
- kompu gacha / Kompu gacha
- box gacha / Box gacha
- game
- rules / Rules and game mechanics
- developing / Putting the pieces together
- features / Feature creep, Less is more
- game's model loop / Game's model and player's mental loops
- game balancing
- methods / Balancing methods and tips
- tips / Balancing methods and tips
- game concept
- about / What is a game concept?
- hook / The "hook" or "elevator pitch"
- elevator pitch / The "hook" or "elevator pitch"
- description / Description
- key feature set / Key feature set
- platform / Platform
- audience / Audience
- genre / Genre
- business model / Business model
- competition, analyzing / Know your competition
- ideas / The ideation process, Coming up with ideas
- mechanics, twisting / Twisting familiar mechanics
- creativity, with constraints / Creativity through constraints
- fun, mechanics / Finding the fun
- fantasy, defining / Defining the fantasy
- aesthetic / The mood, or "how the game looks and feels"
- game content
- about / Game content
- content burn / Content burn
- content furnace, avoiding / Avoiding content furnace
- depth / Depth and possibility space
- possibility space / Depth and possibility space
- randomization / Randomization and procedural generation
- procedural generation / Randomization and procedural generation
- content treadmill, managing / Managing content treadmill
- remixing / Managing content treadmill
- replaying / Managing content treadmill
- resurfacing / Managing content treadmill
- depth, increasing / Managing content treadmill
- rules, altering / Managing content treadmill
- pipeline, improving / Managing content treadmill
- game design
- roles / Game design roles
- generalists / Game design roles
- economy designers / Game design roles
- monetization specialists / Game design roles
- level designers / Game design roles
- mission designers / Game design roles
- content designers / Game design roles
- narrative designers / Game design roles
- systems designers / Game design roles
- technical designers / Game design roles
- specialization / Specialization and T-shaping
- T-shaping / Specialization and T-shaping
- development teams / Development teams
- responsibilities / Responsibilities of a game designer
- production schedule / Production schedule and milestones
- milestones / Production schedule and milestones
- greenlight gates / Greenlight gates and vertical slice
- vertical slice / Greenlight gates and vertical slice
- traditional milestone structure / Traditional milestone structure
- game design, elegance
- about / Elegance in game design
- Keep it short and simple (KISS) principle / Keep it short and simple (KISS)
- less is more principle / The less-is-more principle
- game design document (GDD)
- about / Responsibilities of a game designer
- need for / What is the purpose of a GDD?
- characteristics / 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
- writing tools / Tools for writing a GDD
- game designer / Game designers and QA
- game difficulty
- about / Game difficulty
- static difficulty settings / Static difficulty settings
- automatic difficulty adjustment / Automatic difficulty adjustment
- game economy
- establishing / Establishing a game economy
- monetization strategy, adjusting / Adjusting the monetization strategy
- player progression, balancing / Balancing player progression
- gacha / Gacha
- bundles / Bundles and targeting
- targeting / Bundles and targeting
- purchase rationalization / Purchase rationalization
- game features
- evolving / Introduction
- developing / Development
- twist / Twist
- conclusion / Conclusion
- game flow
- about / Game flow
- menu flow, example / Example of a menu flow
- game loops
- about / Game loops
- game's model loop / Game's model and player's mental loops
- player's mental loops / Game's model and player's mental loops
- interactive loops / Interactive loops
- designer's loop / Designer's loops
- game mechanic
- about / What is a game mechanic?, Rules and game mechanics
- examples / Examples of game mechanics
- executing / Jump!
- jumping / Jump!
- shooting / Shooting and reloading
- reloading / Shooting and reloading
- action points / Action points
- list / List of common game mechanics
- interaction, for developing dynamics / Game mechanics interact with each other to develop dynamics
- feature / Mechanics and dynamics are part of a feature
- design, approaching / Approaching mechanic design
- feedback / Mechanics and dynamics produce feedback
- reference, finding / Finding the right reference
- references, deconstructing / Deconstructing your references
- creating / Developing an idea into an experience
- used, for solving problem / New mechanics to solve a problem
- innovating / New mechanics to innovate
- building / Building a new game mechanic
- Bartle's players / Bartle's types of players
- Lazzaro's fun / Lazzaro's types of fun
- Shell's taxonomy / Shell's taxonomy of game mechanics
- teaching / Teaching game mechanics
- tutorial, designing / How to design a tutorial
- free game plays / Tutorials in Free to Play games
- game mechanics
- fantasy, creating / Creating the fantasy through game mechanics
- gameplay
- space, manipulating / Manipulating space
- gameplay balancing / Gameplay balancing
- game project
- tips and tricks / Tips for closing a game project
- game publisher
- role / Role of a games publisher
- game rules / Rules and game mechanics
- game structure
- about / Game structure, Common game structures
- linear / Linear
- structured nonlinear / Structured nonlinear
- open nonlinear / Open nonlinear
- endless / Endless and sandbox
- sandbox / Endless and sandbox
- notes, on structure / Notes on structure
- game system pacing
- examples / Pacing via rules and mechanics
- game systems
- conflict / Games as systems of conflict
- opponents / Opponents
- obstacles / Obstacles
- dilemmas / Dilemmas
- quality, over quantity / Quality over quantity
- choices / More choices, not best choices
- theory, wrapping up / Wrapping up the theory
- teaching / Teaching game systems
- in-game teaching techniques / In-game teaching techniques
- best practices / 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
- grayboxing / Grayboxing
H
- hands-on game designer / The hands-on game designer
- heads-up display (HUD) / Listing and prioritizing information
- height
- in games / Height
I
- illustration tools / Illustration tools
- in-game teaching techniques
- about / In-game teaching techniques
- beginner's training / In-game teaching techniques
- context-sensitive tutorials / In-game teaching techniques
- optional training segments / In-game teaching techniques
- information, leaving in environment / In-game teaching techniques
- teaching by example / In-game teaching techniques
- reinforcement / In-game teaching techniques
- accessible information / In-game teaching techniques
- failure / In-game teaching techniques
- ind maps
- writing / Mind maps
- intellectual property (IP) / Role of a games publisher, The ideation process
- interactive loops
- about / Interactive loops
- core loops / Core loops
- extended loops / Extended loops
- iteration / Iteration
K
- Keep it short and simple (KISS) principle / Keep it short and simple (KISS)
- key feature set
- about / Key feature set
- USP, finding / Finding your USP
- Key Performance Indicators (KPIs) / Terms of engagement
- Killers / Bartle's types of players
L
- Layered Modifiers
- about / Layered Modifiers
- Global sheet / Tier 1 – Globals sheet
- Character Classes sheet / Tier 2 – Character Classes sheet
- Character Archetype sheet / Tier 3 – Character Archetype sheet
- Character Upgrade Path sheet / Tier 4 – Character Upgrade Path sheet
- Troop Level Data sheet / Tier 5 – Troop Level Data sheet
- use case summary / Use case summary
- less is more principle / The less-is-more principle
- level design
- about / What is level design?, Level design and storytelling
- process / The level design process
- premise / The premise
- sketch / The sketch
- grayboxing / Grayboxing
- art implementation / Art implementation
- releasing / Final polish
- practices / Level design practices
- functional level design / Functional level design and realism
- realism / Functional level design and realism
- game features, evolving / Evolving game features
- pacing / Pacing from day one
- lock and key / Lock and key
- geometry / Geometry and gameplay
- gameplay / Geometry and gameplay
- effects of lighting / Effects of lighting
- vision, as mechanic / Vision as a mechanic
- in multiplayer action games / Level design in multiplayer action games
- limitations, prototype
- never-ending prototype / The never-ending prototype
- time creating systems, spending / Spending time creating systems
- used as code-base, for production project / Using the prototype as a code-base for the production project
- time adding features, spending / Spending time adding features, art, and effects
- time adding art, spending / Spending time adding features, art, and effects
- time adding effects, spending / Spending time adding features, art, and effects
- confirmations, seeking / Seeking confirmations
- linear game content
- pacing / Pacing linear content
- linear narrative
- about / Linear narrative
- with extended space of action / Linear with extended space of action
- live-game balancing / Live-game balancing
- live games
- tips and tricks / Tips and tricks
- live operations
- about / Live operations
- key aspects / Live operations
- staffing / Staffing
- efficiency / Efficient live ops
- live-game balancing / Live-game balancing
- planning / Planning
- calendar / Live ops calendar
- release cadence / Release cadence
- tools and setup / Tools and setup
- events / Events
- community and customer support team (CCS) / Community and customer support
- localization / Localization
M
- massively multiplayer online role-playing games (MMORPGs) / Open structure
- massive multiplayer first person shooter (MMOFPS) / Example – Planetside 2
- mass multiplayer online games (MMO) / Genre
- MBT balancing / MBT balancing
- menu flow
- example / Example of a menu flow
- methodologies, video games
- functionality testing / Quality assurance
- compliance testing / Quality assurance
- compatibility testing / Quality assurance
- localization testing / Quality assurance
- soak testing / Quality assurance
- regression testing / Quality assurance
- mind maps / Mind maps
- minimum viable product (MVP) / Priorities and dependencies
- modular narrative
- about / Modular narrative
- graph / Graph
- open structure / Open structure
- world state / World state
- monomyth / Monomyths
- movement pattern / Patroller
- Multi-User Dungeon (MUD) / Bartle's types of players
- multiplayer matchmaking / Multiplayer matchmaking
- multiplayer online battle arena (MOBA) / Depth and possibility space
- Multiplayer online battle arenas (MOBA) / Genre
N
- narrative
- about / Narrative, Do all games have a narrative?, Why are stories good for games?
- designing, for video games / Designing narrative for video games
- linear narrative / Linear narrative
- modular narrative / Modular narrative
- environmental storytelling / Environmental storytelling
- narrative models
- about / Traditional narrative models
- three-act story / Three-act story
- monomyth / Monomyths
- narrative review process
- about / Narrative review process
- read / Step one – Read
- review / Step two – Review
- analyze / Step three – Analyze
- benefits / The benefit of narrative review
- negative consequences
- restricting / Restricting negative consequences
- non-disclosure agreement (NDA) / Personal and professional network
- Non-Playable Characters (NPC) / Extended loops, Playable characters, NPCs, and enemies
- non-playable content, vectors of monetization
- about / Non-playable content
- cosmetic items / Non-playable content
- optional services / Non-playable content
O
- outside gameplay
- teaching / Teaching outside gameplay
- tips, loading / Teaching outside gameplay
- cutscenes and videos, training / Teaching outside gameplay
- game manuals and guides / Teaching outside gameplay
- in-game knowledge banks / Teaching outside gameplay
- external wikis / Teaching outside gameplay
- peer-to-peer knowledge sharing / Teaching outside gameplay
P
- pacing
- about / Pacing
- mental simulation / Mental and sensory stimulation
- sensory simulation / Mental and sensory stimulation
- approaching / How to approach pacing
- tips / High-intensity and storytelling, Utilizing threat and anxiety
- pacing, tips / Pacing tips
- paper prototyping
- about / Paper prototyping
- advantages / Advantages of paper prototyping
- disadvantages / Limitations of paper prototypes
- case-study / A paper prototype case-study
- issues, addressing / Addressing the problem, Creating the rules – step 3, Implementation – step 4, First play – step 5, Final step
- to digital prototyping / From paper to digital
- perceived performance / Perceived performance
- personal network / Personal and professional network
- playable characters / Playable characters, NPCs, and enemies
- playable content, vectors of monetization
- about / Playable content
- permanent / Playable content
- consumable / Playable content
- player's mental loops / Game's model and player's mental loops
- player burndown / Event intensity and player burndown
- player progression flow / Player progression flow
- playtesters
- advantages / Personal and professional network
- disadvantages / Personal and professional network
- playtesting
- about / Playtesting, What to playtest?
- formats / Playtesting formats
- individual sessions / Individual sessions
- group playtesting / Group playtesting
- public testing / Public testing
- remote playtesting solutions / Remote playtesting solutions
- sourcing candidates / Sourcing candidates
- playtesting questionnaires / Playtesting questionnaires
- playtesting session
- executing / Running playtesting sessions
- supervised individual sessions / Supervised individual sessions
- unsupervised group playtesting / Unsupervised group playtesting
- polish
- about / Polish, How to polish
- stability and performance / Stability and performance
- audio and visual / Audio and visual
- powerful sets / Kompu gacha
- premise / The premise
- presentations
- about / Presentations
- advantages / Presentations
- disadvantages / Presentations
- production
- about / Traditional milestone structure
- pre-alpha / Traditional milestone structure
- alpha / Traditional milestone structure
- Beta / Traditional milestone structure
- gold candidate / Traditional milestone structure
- GM (Gold Master) / Traditional milestone structure
- release / Traditional milestone structure
- professional network / Personal and professional network
- project management (PM) tools
- about / Project management (PM) tools
- advantages / Project management (PM) tools
- disadvantages / Project management (PM) tools
- prototype
- about / What is a prototype?
- consideration / Why a prototype?
- techniques / Prototyping techniques
- limitations / Common prototyping mistakes
- guidelines / A step-by-step guide to prototyping
- examples / Prototyping exercise
- prototyping
- about / Prototyping
- iteration / Iteration
- public test realm (PTR) / What to playtest?
- purchase rationalization
- about / Purchase rationalization
- audience, evaluating / Evaluate your audience!
- limited budgets / Players have limited budgets
- puzzles / Gameplay balancing
Q
- quality assurance / Quality assurance, Game designers and QA
R
- recruited testers
- about / Recruited testers
- advantages / Recruited testers
- disadvantages / Recruited testers
- Rivers and Lakes / Linear narrative
- rock-paper-scissors (RPS) / Questioning a combat system
- role-playing games (RPG) / Genre
- rubberbanding / Rubberbanding
S
- scoping
- practices / Scoping practices
- content lifespan / Content lifespan
- Scrum / Scrum
- Shell's taxonomy, game mechanics
- about / Shell's taxonomy of game mechanics
- space / Mechanic 1 – space
- attributes / Mechanic 2 – objects, attributes, and states
- states / Mechanic 2 – objects, attributes, and states
- actions / Mechanic 3 – actions
- rules / Mechanic 4 – rules
- skill / Mechanic 5 – skill
- chance / Mechanic 6 – chance
- sketch
- about / The sketch
- writing, example / Example – written sketch
- imaginary playthrough, example / Example – imaginary playthrough, Call of Duty: Modern Warfare (FPS) – Pripyat assassination
- Socializers / Bartle's types of players
- software development models
- about / Software development models
- Waterfall / Waterfall
- Agile / Agile
- sourcing candidates
- about / Sourcing candidates
- professional network / Personal and professional network
- personal network / Personal and professional network
- recruited testers / Recruited testers
- strangers / Strangers
- space
- manipulating / Manipulating space
- spreadsheets
- about / Spreadsheets
- advantages / Spreadsheets
- disadvantages / Spreadsheets
- staffing / Staffing
- stages, monomyth
- about / 17 stages of the hero's journey
- departure / Departure
- initiation / Initiation
- return / Return
- static difficulty settings
- mono-difficulty / Embracing mono-difficulty
- strangers
- Strings of Pearls / Linear narrative
- subtractive design / Additive and subtractive design
- supervised individual sessions
- about / Supervised individual sessions
- session / Session introduction
- playtesting session / Playtesting session
- post-session interview / Post-session interview
T
- techniques, prototype
- paper prototyping / Paper prototyping
- digital prototyping / Digital prototyping
- terms of engagement
- about / Terms of engagement
- basic stats / Basic stats
- analytics / Marketing and analytics
- marketing / Marketing and analytics
- economy / Economy and balancing
- balancing / Economy and balancing
- Third Person Perspective (TPP) / Third person
- three-act story / Three-act story
- time, vectors of monetization
- traditional milestone structure
- about / Traditional milestone structure
- concept phase / Traditional milestone structure
- preproduction / Traditional milestone structure
- production / Traditional milestone structure
- post-release / Traditional milestone structure
U
- UI indicators
- progress bars / Choose a fitting state and progress indicator
- circular indicators / Choose a fitting state and progress indicator
- color grading / Choose a fitting state and progress indicator
- UI mockups
- about / UI mockups
- paper sketches / Paper sketches
- digital wireframes / Digital wireframes
- animated prototypes / Animated and interactive prototypes
- interactive prototypes / Animated and interactive prototypes
- UI tips and tricks
- about / UI Tips and Tricks
- progress indicator, selecting / Choose a fitting state and progress indicator
- fitting state, selecting / Choose a fitting state and progress indicator
- notification badges, using / Consider using notification badges
- pop-up, matching with context / Match the pop-up with the context
- tooltips, limitations / Understand the limitations of tooltips
- labeling / Consider labeling your UI
- intuitive control design, rules / Do not reinvent the wheel!
- user's movement / Use movement, contrast, and saturation to grab the user's attention
- user's contrast / Use movement, contrast, and saturation to grab the user's attention
- user's saturation / Use movement, contrast, and saturation to grab the user's attention
- style guide, requesting / Request or create a style guide and enforce it
- style guide, creating / Request or create a style guide and enforce it
- style guide, enforcing / Request or create a style guide and enforce it
- game theme, keeping / Keep theme and pacing in mind
- game pace / Keep theme and pacing in mind
- risky actions, confirming / Confirm risky actions
- time counting / Count the time and steps to play
- computer screens, analyzing / Screens differ – often widely
- Gutenberg Principle / UI placement is a science
- Unique Selling Point (USP) / What is a game concept?, Finding the right reference
- unlock matrix / Unlock matrix
- unsupervised group playtesting
- about / Unsupervised group playtesting
- objective, setting / Setting an objective
- feedback, gathering / Gathering feedback
- user-generated content / User-generated content
- User Experience (UX)
- about / Illustration tools, User Experience
- player input / Player input
- camera systems / Camera systems
- feedback / Feedback
- User Interface (UI)
- about / Illustration tools
- designing / Designing UIs
- information, listing / Listing and prioritizing information
- information, prioritizing / Listing and prioritizing information
- critical / Listing and prioritizing information
- supportive / Listing and prioritizing information
- contextual / Listing and prioritizing information
- UX Matters
- reference link / UI placement is a science
V
- validation funnel, game design
- about / Validation funnel in-game development
- ideation / Validation funnel in-game development
- preproduction / Validation funnel in-game development
- market sizing / Validation funnel in-game development
- internal prototype / Validation funnel in-game development
- Alpha / Validation funnel in-game development
- Beta / Validation funnel in-game development
- soft launch / Validation funnel in-game development
- KPIs (Key Performance Indicators) / Validation funnel in-game development
- release / Validation funnel in-game development
- live ops / Validation funnel in-game development
- vectors of monetization / Vectors of monetization
- VFX (visual effects) / Specialization and T-shaping
- viewing perspective
- about / Viewing perspectives
- first person / First person
- third person / Third person
- villain, types
- about / Types of Villains
- story villains / Types of Villains
- boss villains / Types of Villains
- visual clarity
- maintaining / Maintaining visual clarity
W
- Waterfall / Waterfall
- wiki
- word processors
- about / Word processors
- advantages / Word processors
- disadvantages / Word processors
- writing techniques, GDD (game design document)
- about / Writing techniques
- style, using / Use of style
- layering details / Layering details
- prioritize / Prioritize
- keywords, using / Use of keywords
- table of contents / Table of Contents
- bullets points / Bullet points
- images with captions / Images with captions
- diagrams / Diagrams
- variables / Variables
- redundancy / Redundancy
- hyperlinks / Hyperlinks
- draft / Write incrementally by drafting
- writing tools, GDD (game design document)
- word processors / Word processors
- presentations / Presentations
- mind maps / Mind maps
- spreadsheets / Spreadsheets
- project management (PM) tools / Project management (PM) tools
- wiki / Wiki
- illustration tools / Illustration tools