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

Preface

If you are seeking an up-to-date and actionable guide to game design, then you have come to the right place! Immerse yourself in the fundamentals of game design with this book, written by two industry veterans with decades of game design experience across a variety of genres and platforms.

This second edition retains the original goal of teaching the basics of game design in a practical manner, but it also adds coverage of some of the most recent trends in game design and a whole lot of new practical examples from games of the current generation. A new chapter on games as a service will explain how the role of the game designer is evolving and will go deeper into the design of games that are meant to be played forever.

Starting with learning how to conceptualize a game idea, you will gradually move on to devising a design plan and adapting solutions from existing games. You will discover how to produce original game mechanics and test and eliminate anticipated design risks. You will then learn the basics of level design, interactive storytelling, user experience, and accessibility.

Toward the end of this book, you will learn how to wrap up a game ahead of its release date, work through the challenges of designing games as a service and free-to-play games, and understand how to significantly improve game quality through iteration, playtesting, and polishing.