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

Index

As this ebook edition doesn't have fixed pagination, the page numbers below are hyperlinked for reference only, based on the printed edition of this book.

A

AAA productions 69

A/B testing 330

accessibility to games, increasing 293

audio, making optional 296

cognitive load, reducing 294

common knowledge, building 297

complexity of interaction, limiting 295, 296

initial complexity and interplay, limiting between rules 294

knowledge cliffs, lowering 295

mental challenges, avoiding with binary outcomes 294

negative consequences, restricting 297

visual clarity, maintaining 296

achievers 119

acquisition cost 326

action points 99

actions 103

operative actions 104

resultant actions 104

additive game design 110

Agile 7

Agile game development 61

Agile Manifesto

URL 7

apophenia 187

Apple Keynote 80

Apple Pages 78

archetypes 243

art implementation 184

asset streaming 340...