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E-book
Author Kramarzewski, Adam, author

Title Practical game design : a modern and comprehensive guide to video game design / Adam Kramarzewski, Ennio De Nucci
Edition Second edition
Published Birmingham, UK : Packt Publishing Ltd., 2023

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Description 1 online resource (446 pages) : illustrations
Contents 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
Summary 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
Notes Includes index
Subject Video games -- Design
Computer graphics.
computer graphics.
Computer graphics.
Video games -- Design.
Form Electronic book
Author De Nucci, Ennio, author
ISBN 9781803233901
1803233907