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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

From paper to digital


In our specific case, bringing the prototype to the digital game was a fairly easy and quick job.

As the game was already developed to a playable stage, the main job was to modify the current game system to reflect the new changes. Of course, we had to adapt the rules from the paper prototype to the digital game logic, implement them in the quickest and efficient way, play, and iterate:

The cards from the paper prototype were implemented in the digital game

Abstraction versus reality

After we implemented the prototype principles in the actual game, we were ready to start over with the iterations.

In fact, what has been proved on paper was just a quick way to commit to a more serious prototype. It wasn't a definitive answer that the system would have worked. Think about paper prototyping as a green light for the actual digital prototyping.

The digital prototype was replicating quite well the experience that we had on paper, but some improvements became obvious and necessary...

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