Book Image

Practical Game Design - Second Edition

By : Adam Kramarzewski, Ennio De Nucci
Book Image

Practical Game Design - Second Edition

By: Adam Kramarzewski, Ennio De Nucci

Overview of this book

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.
Table of Contents (19 chapters)
12
Chapter 12: Building a Great User Interface and User Experience

Summary

From shaping up your business model to running a healthy economy and monetizing your product in an ethical, sustainable way, we hope that this penultimate chapter has provided you with the necessary context and practical guidance on how to approach making and running F2P games.

Even the biggest opposers of the F2P market ought to agree that the games industry is incredibly competitive. As designers, we ought to constantly expand our skill sets and step into the shoes of economists, salespeople, community agents, and players themselves. It’s beneficial to learn about and explore all sides of our industry, even if you do not agree with some of its aspects!

In the next—and last—chapter, we’ll aptly look at what it takes to take your game across the finishing line. Expanding deadlines, the diminishing returns of polishing your product, and the dread of heading full speed toward a release—it’s time for Chapter 16, The Final 10%.

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