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

In this chapter, we 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. Those of you who, at this point of the book, will try to create your own paper prototype and start experimenting with some board game design have already stepped out from being a learner to being a maker.

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