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

We have learned some basics about how to conceptualize a game idea and present it to other people, as well as understanding the importance of early prototyping and iterations. We have discussed how having a game idea is only the tip of the iceberg and how the role of the game designer is to communicate ideas that might come from anyone inside or outside the team.

We clarified the importance of marketing your game from the very beginning and finding the correct audience for what is, above all, a product that has to be sold (even if it’s free). We had a glance at some practical techniques game designers use to develop and create games, which we will explore in more depth in the next chapters.

We also did some paperwork. The time you put into creating a sample concept document is time well spent, I guarantee you that. Learning game design is about getting hands-on experience, and there’s a lot you can do only with a text file or even just pen and paper. Keep doing it. I hope you are able to go back to all your homework someday and meditate on how far you have come.

In the next chapter, we’re going to discuss the importance of understanding the size of a game project and how the scope determines the constraints you will have to consider in your design decisions and will have to respect if you want to complete your game.