Practical Game Design A Modern and Comprehensive Guide to Video Game Design

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 re...

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Detalles Bibliográficos
Otros Autores: Kramarzewski, Adam, author (author), Nucci, Ennio De, author
Formato: Libro electrónico
Idioma:Inglés
Publicado: Birmingham, England : Packt Publishing Ltd [2023]
Edición:Second edition
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009764839306719
Tabla de Contenidos:
  • Cover
  • Title Page
  • Copyright and Credit
  • Dedicated
  • Contributors
  • Table of Contents
  • Preface
  • Chapter 1: Introducing the Game Production Process
  • Game design roles
  • Specialization and T-shaping
  • Development teams
  • Responsibilities of a game designer
  • Software development models
  • Waterfall
  • Agile
  • Production schedule and milestones
  • Greenlight gates and vertical slice
  • A traditional milestone structure
  • Validation funnel in-game development
  • The role of a games publisher
  • Summary
  • Chapter 2: Preparing a Game Concept
  • What is a game concept?
  • Structure of a game concept document
  • The hook or elevator pitch
  • Description
  • Key feature set
  • Platform
  • Audience
  • Genre
  • Business model
  • Knowing your competition
  • Understanding the ideation process
  • Coming up with ideas
  • Twisting familiar mechanics
  • Creativity through constraints
  • Finding the fun
  • Defining fantasy
  • The mood, or how the game looks and feels
  • Summary
  • Chapter 3: Scoping a Game Project
  • The evolution of game structure
  • Common game structures
  • Linear
  • Structured nonlinear
  • Open nonlinear
  • Endless and sandbox
  • Notes on structure
  • Game content
  • Content burn
  • Scoping practices
  • Content lifespan
  • Game flow
  • Planning design work
  • Estimation techniques
  • Priorities and dependencies
  • Summary
  • Chapter 4: Creating Design Documentation
  • The purpose of a GDD
  • Characteristics of a good GDD
  • It is modular
  • It starts with goals and requirements
  • It is the result of a discussion
  • It is clear, brief, and concise
  • It is multimedia
  • It leaves space for creativity and debate
  • It comes in different formats and sizes
  • It is online, shareable, and accessible
  • Tools for writing a GDD
  • Word processors
  • Wikis
  • Presentations
  • Note organizers
  • Digital whiteboards
  • Mind maps.
  • Spreadsheets
  • Illustration tools
  • Generative AI tools
  • Writing techniques
  • Use of style
  • Layering details
  • Start with a high-level design
  • Motion versus action
  • Write incrementally by drafting
  • Prioritize
  • Use of keywords
  • Table of contents
  • Bullet points
  • Images with captions
  • Diagrams
  • Variables
  • Redundancy
  • Hyperlinks
  • Elegance in game design
  • Keep it short and simple (KISS)
  • The less-is-more principle
  • Summary
  • Chapter 5: Understanding Game Mechanics
  • What is a game mechanic?
  • Examples of game mechanics
  • Game mechanics interact with each other to develop dynamics
  • Mechanics and dynamics are part of a feature
  • Approaching mechanic design
  • Rules and game mechanics
  • Mechanics and dynamics produce feedback
  • Finding the right reference
  • Deconstructing your references
  • Additive and subtractive design
  • Putting it all back together
  • Summary
  • Chapter 6: Designing Systems and Features
  • Developing an idea into an experience
  • Innovating with design
  • Solving gameplay problems with design
  • Building a game feature starting from the players
  • Game loops
  • Game's model and player's mental loops
  • Interactive loops
  • Designer's loops
  • Progression systems
  • Progression systems provide pace to the game
  • Progression systems provide variety
  • Games as systems of conflict
  • Opponents
  • Obstacles
  • Dilemmas
  • Quality over quantity
  • More choices, not best choices
  • Combat systems
  • How to design a combat system
  • Combat depth
  • Teaching game features
  • How to design a tutorial
  • Tutorials in free-to-play games
  • Summary
  • Chapter 7: Making Prototypes
  • What is a prototype?
  • Why a prototype?
  • Prototyping techniques
  • Paper prototyping
  • Digital prototyping
  • A step-by-step guide to prototyping
  • Step 1 - ask the right questions.
  • Step 2 - select the framework and tools
  • Step 3 - create the rules
  • Step 4 - implement and create the prototype
  • Step 5 - the first playtest
  • Step 6 - iterate
  • Step 7 - move on
  • Prototyping exercise
  • The hands-on game designer
  • A paper prototype case study
  • Questioning a combat system
  • Addressing the problem
  • From paper to digital
  • Abstraction versus reality
  • Moving on
  • Summary
  • Chapter 8: Designing Compelling Stories for Games
  • Narrative
  • Do all games have a narrative?
  • Why are stories good for games?
  • Traditional narrative models
  • The three-act story
  • Monomyth
  • Designing narratives for video games
  • Linear narrative
  • Modular narrative
  • Environmental storytelling
  • Summary
  • Chapter 9: The Fundamentals of Level Design
  • What is level design?
  • The level-design process
  • The premise
  • The sketch
  • Grayboxing
  • Art implementation
  • Final polish
  • Level design and storytelling
  • Level-design practices
  • Functional level design and realism
  • Evolving game features
  • Pacing from day one
  • Lock and key
  • Geometry and gameplay
  • Effects of lighting
  • Vision as a mechanic
  • Level design in multiplayer action games
  • Summary
  • Chapter 10: Creating Characters
  • Do all games need characters?
  • The birth of a video game character
  • Playable characters, NPCs, and enemies
  • The function of characters
  • Character statistics, attributes, and abilities
  • A step-by-step character design
  • Acquire deep knowledge of the game
  • Write down the design pillars
  • Write a high concept
  • Define and balance the stats
  • Prototype and iterate
  • Final implementation
  • Enemies
  • Types of villains
  • Types of enemies
  • Enemy behaviors and stats
  • Enemies exist to entertain a player
  • Diversity
  • Summary
  • Chapter 11: Balancing Your Content and Systems
  • Gameplay balancing.
  • Gameplay balancing methods and tips
  • MBT balancing
  • Layered Modifiers
  • Game difficulty
  • Static difficulty settings
  • Automatic difficulty adjustment
  • Pacing
  • Mental and sensory stimulation
  • How to approach pacing
  • Summary
  • Chapter 12: Building a Great User Interface and User Experience
  • Understanding UX
  • Player input
  • Camera systems
  • Feedback
  • Designing UIs
  • Listing and prioritizing information
  • UI mockups
  • UI tips and tricks
  • Summary
  • Chapter 13: Making Your Games Accessible
  • Increasing accessibility
  • Reducing cognitive load
  • Limiting the complexity of interaction
  • Maintaining visual clarity
  • Making audio optional
  • Restricting negative consequences
  • Building on common knowledge
  • Teaching game systems
  • In-game teaching techniques
  • Teaching outside gameplay
  • Best practices
  • Localization
  • Playtesting
  • What to playtest?
  • Playtesting formats
  • Sourcing candidates
  • Running playtesting sessions
  • Summary
  • Chapter 14: Mastering Games as a Service
  • Terms of engagement
  • Basic stats
  • Marketing and analytics
  • Economy and balancing
  • Live operations
  • Staffing
  • Efficient live ops
  • Managing the content treadmill
  • Live-game balancing
  • Tools and setup
  • Content management system (CMS)
  • Customer relationship management (CRM)
  • Dashboards
  • Test environments
  • Live ops tools
  • Asset streaming
  • Events
  • Event classification
  • Event components
  • Event rewards
  • Community and customer support
  • Supporting players
  • Official Discord servers, Reddit communities, and social media accounts
  • Gathering feedback
  • Newsletters
  • Localized customer support
  • Live streaming
  • Introduction to season passes
  • Designing a season pass
  • Progression mechanics
  • Accessing previous passes
  • Premium rewards and perks
  • Season pass tips
  • Summary.
  • Chapter 15: Understanding Monetization Techniques
  • Basics of F2P monetization
  • Vectors of monetization
  • Time
  • Difficulty
  • Playable content
  • Non-playable content
  • In-game advertisements
  • Establishing a game economy
  • Adjusting the monetization strategy
  • Balancing player progression
  • Gacha
  • Weight-based loot tables
  • Packaging and opening
  • Maintaining consistency
  • Kompu gacha
  • Box gacha
  • Bundles and targeting
  • Adjusting your offering based on individual player spending
  • Purchase rationalization
  • Evaluate your audience!
  • Players have limited budgets
  • Using season passes for monetization
  • Tips for creating a high-performing season pass
  • Why do some games fail to monetize?
  • Poor goal setting
  • Content is not desirable
  • Poor balancing (too easy or too hard)
  • Monetization works but is inherently low performing
  • Monetization tips and tricks
  • Earn an opportunity to spend
  • Player spending should build up your community, not divide it
  • Disappointments and regrets cost dearly!
  • Think of technical performance holistically
  • Scarcity influences value
  • Focus on daily retention
  • Optimize your newsletters and notifications
  • The network effect can make and break your game
  • Put yourself in the consumer's shoes
  • Maintain tight control over your rewards
  • Beware of stockpiling resources
  • Start strong and hook players onto the long-term premise
  • Preview content to spark a desire
  • Summary
  • Chapter 16: The Final 10%
  • Putting the pieces together
  • Feature creep
  • User experience improvement
  • Polishing
  • How to polish
  • Quality assurance
  • Game designers and QA
  • Tips for closing a game project
  • Summary
  • Index
  • Other Books You May Enjoy.