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

What is a prototype?


A prototype is a model built to prove a concept.

This definition is applicable to anything really, not only games. Most of the products we use every day, from the keyboard I am typing on to the complex machines that can fly outside the Earth's atmosphere and reach other planets, all of these things are the result of endless designs, prototypes, iterations, and failures.

Game prototypes are not meant to be representative of what the entire game will look like; in that case, we talk more about tech demo or pre-alpha development builds. If you have a pre-alpha ready, that means you are at a later stage of the development and you have probably already prototyped your core mechanics to get to the pre-alpha stage. Nonetheless, even at later stages, you might need to address problems that were not obvious before. Maybe finally feeling how your game actually plays in the hands of a playtester—or even your own—raises questions about something you could have done differently or...