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Practical Game Design

You're reading from   Practical Game Design Learn the art of game design through applicable skills and cutting-edge insights

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Product type Paperback
Published in Apr 2018
Publisher Packt
ISBN-13 9781787121799
Length 476 pages
Edition 1st Edition
Concepts
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Authors (2):
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 Kramarzewski Kramarzewski
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Kramarzewski
Ennio De Nucci Ennio De Nucci
Author Profile Icon Ennio De Nucci
Ennio De Nucci
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Toc

Table of Contents (22) Chapters Close

Title Page
Copyright and Credits
Packt Upsell
Contributors
Preface
1. Introducing the Game Production Process FREE CHAPTER 2. Game Concept 3. Scoping a Game Project 4. Design Documentation 5. Adaptation of Mechanics 6. Invention of Mechanics 7. Prototyping 8. Games and Stories 9. Level Design 10. Characters 11. User Interface and User Experience 12. Accessibility 13. Balancing 14. The Final 10% 15. Games As a Service 1. Other Books You May Enjoy Index

Summary


In this chapter, we have learned how to prototype a game and why it is important to do so. We described in detail paper prototyping and how you can start doing it right now, without any particular technical knowledge. This chapter heavily emphasized paper prototyping over its digital counterpart, because it is really at the core of what you can do to create a game and become a better game designer without having to learn anything else. The reader who, at this point of the book, will try to create his own paper prototype and start experimenting with some board game design is the one who already stepped out from being a learner to being a maker.

We moved onto digital prototyping, and how even pretty basic technical skills could make all the difference for a rookie game designer and give them a great competitive edge to break into the game industry and be able to give life to their own vision. We can't recommend enough that you practice with what you have learned so far. Regardless of...

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