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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
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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


Back in this chapter introduction, we described level design as a huge, nebulous topic. Many pages later, and in spite of the overwhelming complexity of the subject, you hopefully feel more confident about approaching the creation of levels for your games.

We started by describing the 5 step approach to level design (from premise to polish), and explored the interactions between level design and storytelling. We then took a journey through a set of practical tips and tricks, from the use of realism and the philosophy ofKishōtenketsu (intro, development, twist, conclusion) to the complexities of light and darkness, practical use of space, and tips on multiplayer level design.

But that's not all! The subject of pacing (a concept briefly mentioned during our example sketch for Call of Duty: Modern Warfare) will be expanded upon in Chapter 13, Balancing.

Now that we have our game worlds, we should try and populate them. The next chapter is dedicated to the art and craft of creating game...

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