Book Image

Practical Game Design

By : Adam Kramarzewski, Ennio De Nucci
Book Image

Practical Game Design

By: Adam Kramarzewski, Ennio De Nucci

Overview of this book

If you are looking for an up-to-date and highly applicable 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 highly experienced industry professionals to share their profound insights as well as give valuable advice on creating games across genres and development platforms. Practical Game Design covers the basics of game design one piece at a time. Starting with learning how to conceptualize a game idea and present it to the development team, you will gradually move on to devising a design plan for the whole project and adapting solutions from other games. You will also discover how to produce original game mechanics without relying on existing reference material, and test and eliminate anticipated design risks. You will then design elements that compose the playtime of a game, followed by making game mechanics, content, and interface accessible to all players. You will also find out how to simultaneously ensure that the gameplay mechanics and content are working as intended. As the book reaches its final chapters, you will learn to wrap up a game ahead of its release date, work through the different challenges of designing free-to-play games, and understand how to significantly improve their quality through iteration, polishing and playtesting.
Table of Contents (22 chapters)
Title Page
Copyright and Credits
Packt Upsell
Contributors
Preface
Index

The ideation process


We have already explored defining and communicating game ideas to others through the game concept document, now let's pose a more fundamental question. How do we generate the game idea in the first place? How do we get to the point of having something to write down in the concept document?

Before we begin, let's make it clear that the game designer is not the ideas guy. It is not their job to have a constant flow of new game ideas. These can (and should) come from anyone in the company or even from people outside your organization. It's very common in our industry to have publishers commission a game idea to the developers, an owner of an intellectual property (IP) such as Star Wars or The Witcher to seek out licensing, or game studios themselves providing outsourcing services to other developers.

A game idea could be driven by market research, a game vision, or even, in a more artistic way, by the urge to say something or tell a story. What is really important for you...