Practical game design: a modern and comprehensive guide to video game design
Gespeichert in:
Hauptverfasser: | , |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Birmingham ; Mumbai
Packt
August 2023
|
Ausgabe: | Second edition |
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | xx, 423 Seiten Illustrationen, Diagramme |
ISBN: | 9781803245157 |
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Datensatz im Suchindex
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adam_text | Table of Contents Preface xiii 1 Introducing the Game Production Process Ί Game design roles 2 Agile 7 Specialization and T-shaping 3 Production schedule and milestones 9 Development teams 4 Responsibilities of a game designer 6 Greenlight gates and vertical slice A traditional milestone structure Software development models Í0 10 11 7 Waterfall 7 Validation funnel in-game development Ihe role of a games publisher Summary 14 15 17 Preparing a Game Concept What is a game concept? Structure of a game concept document 17 Knowing your competition Understanding the ideation process 28 29 19 Tire hook or elevator pitch Description Key feature set Platform 20 Coming up with ideas Twisting familiar mechanics 21 21 23 Creativity through constraints Finding the fun 30 31 31 Audience 24 Ihe mood, or how the game looks and feels 33 34 Genre Business model 26 Summary 35 26 Defining fantasy 32
viii Table of Contents 37 Scoping a Game Project The evolution of game structure Common game structures 39 40 Linear Structured nonlinear Open nonlinear 40 41 Endless and sandbox Notes on structure 43 44 42 Game content 44 Content burn 46 Scoping practices 53 Content lifespan Game flow 53 58 Planning design work 61 Estimation techniques 62 Priorities and dependencies 64 Summary 65 Creating Design Documentation 67 The purpose of a GDD Characteristics of a good GDD 68 69 Writing techniques 87 Use of style 87 It is modular 69 It starts with goals and requirements It is the result of a discussion 71 72 Layering details Start with a high-level design 87 88 It is clear, brief, and concise It is multimedia It leaves space for creativity and debate 73 74 75 Motion versus action Write incrementally by drafting 88 88 It comes in different formats and sizes 76 It is online, shareable, and accessible 76 Tools for writing a GDD 77 Word processors 77 Wikis Presentations 78 80 Hyperlinks 90 Note organizers Digital whiteboards 81 81 Elegance in game design 90 Mind maps Spreadsheets 81 83 Keep it short and simple (KISS) 91 The less-is-more principle 92 Illustration tools Generative AI tools 84 86 Summary 93 Prioritize 89 Use of keywords Table of contents 89 89 Bullet points Images with captions Diagrams 89 89 90 Variables Redundancy 90 90
Table of Contents Understanding Game Mechanics 95 What is a game mechanic? 96 Mechanics and dynamics produce feedback Examples of game mechanics Game mechanics interact with each other to develop dynamics Mechanics and dynamics are part of a feature 97 Finding the right reference 107 109 Additive and subtractive design 110 Approaching mechanic design Rules and game mechanics 101 101 102 104 105 Putting it all back together 112 Summary 112 О Designing Systems and Features Developing an idea into an experience 114 Innovating with design Solving gameplay problems with design 117 117 Building a game feature starting from the players ¡18 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 113 Games as systems of conflict 123 127 Obstacles Dilem mas Quality over quantity More choices, not best choices 128 128 129 Combat systems 123 123 126 How to design a combat system Combat depth 126 How to design a tutorial Tutorials in free-to-pJay games 126 127 127 Opponents Teaching game features Summary 129 129 130 132 135 135 136 137 7 Making Prototypes What is a prototype? Why a prototype? 139 139 140 Prototyping techniques Paper prototyping 141 141 ix
Table of Contents Digital prototyping A step-by-step guide to prototyping 144 14g The hands-on game designer A paper prototype case study 148 149 Step 1 - ask the right questions Step 2 ֊ select the framework and tools 146 147 Questioning a combat system Addressing the problem Step 3 - create the rules 147 From paper to digital 155 Step 4 - implement and create the prototype 147 Abstraction versus reality 155 Step 5 - the first playtest Moving on 156 Summary 158 147 Step 6 - iterate Step 7 - move on I4g Prototyping exercise 148 Designing Compelling Stories for Games Narrative 160 160 161 Linear narrative Modular narrative Traditional narrative models , 102 Environmental storytelling The three-act story 162 Monomyth 163 Summary The premise The sketch Grayboxing Art implementation 175 176 170 173 Functional level design and realism 187 17g Evolving game features Pacing from day one 188 191 177 j$2 j$4 Lock and key Geometry and gameplay Effects of lighting 192 193 198 Vision as a mechanic Level design in multiplaver action games 200 202 Final polish Level design and storytelling Level-design practices 166 167 175 The Fundamentals of Level Design What is level design? The level-design process 159 Designing narratives for video games 166 Why are stories good for games? Do all games have a narrative? 149 151 185 187 Summary 203
Table of Contents 10 Creating Characters Do all games need characters? The birth of a video game character Playable characters, NPCs, and enemies Ihc function of characters Character statistics, attributes, and abilities A step-by-step character design Acquire deep knowledge of the game Writedown the design pillars 205 206 206 209 209 213 216 Write a high concept Define and balance the stats Prototype and iterate I inal implementation Enemies Types of villains Types of enemies Eneniv behaviors and stats Enemies exist to entertain a player 218 218 224 224 224 225 225 228 228 217 217 Diversity Summary 228 231 11 Balancing Your Content and Systems Gameplay balancing 233 Gameplay balancing methods and tips МВТ balancing 235 Layered Modifiers 210 Game difficulty 244 Static difficulty settings 239 233 Automatic ditliculty adjustment Pacing .Mental and sensore stimulation How to approach pacing Summary 248 252 253 255 262 245 12 Building a Great User Interface and User Experience Understanding UX 263 Player input 264 Camera systems Feedback 267 Designing Uis 278 280 263 Listing and prioritizing information 280 UI mockups UI tips and tricks 282 Summary 286 292
xii Table of Contents Making Your Games Accessible 293 Reducing cognitive load 294 Teaching outside gameplay Best practices Limiting the complexity of interaction 295 Localization 304 Maintaining visual clarity Making audio optional 296 Playtesting 305 Increasing accessibility 293 Restricting negative consequences 296 297 Building on common knowledge 297 Teaching game systems 298 In-game teaching techniques 298 What to playtest? Playtesting formats 300 301 306 307 Sourcing candidates Running playtesting sessions 310 Summary 321 314 14 Mastering Games as a Service Terms of engagement 323 323 Event components 342 346 Basic stats Marketing and analytics Economy and balancing 324 Event rewards 326 327 Community and customer support Live operations 331 Official Discord servers, Reddit communities, 350 and social media accounts 350 Gathering feedback Newsletters 351 351 Localized customer support Staffing 332 Efficient live ops Managing the content treadmill Live-game balancing 333 334 334 Tools and setup 338 Supporting players Live streaming Content management system (CMS) Customer relationship management (CRM) 339 339 Live ops tools 339 340 340 Asset streaming 340 Dashboards Test environments Events Event classification 341 341 Introduction to season passes 349 350 351 351 Designing a season pass Progression mechanics 353 354 Accessing previous passes Premium rewards and perks Season pass tips 357 358 359 Summary 360
Table of Contents 15 Understanding Monetization Techniques Basics of F2P monetization 362 Vectors of monetization 362 Why do some games fail to monetize? 361 385 Time 363 Poor goal setting 385 Difficulty Playable content Non-playable content In-game advertisements 363 364 365 365 Content is not desirable Poor balancing (too easy or too hard) Monetization works but is inherently low performing 385 386 Establishing a game economy 365 Monetization tips and tricks 386 Adjusting the monetization strategy 366 Balancing player progression Gacha Weight-based loot tables Packaging and opening Maintaining consistency Kompu gacha 367 370 374 375 375 376 Box gacha Bundles and targeting Adjusting your offering based on individual player spending 376 377 379 Purchase rationalization Evaluate your audience! Players have limited budgets 379 380 380 Using season passes for monetization Tips for creating a high-performing season pass 381 386 Earn an opportunity to spend Player spending should build up your community, not divide it Disappointments and regrets cost dearly! ’Ihink of technical performance holistically 386 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 389 389 389 Beware of stockpiling resources Start strong and hook players onto the long-term premise 390 387 388 388 389 390 390 390 Preview content to spark a desire 391 Summary 391 383 іб 393 The Final 10% Putting the pieces together 395 Feature creep 395
User experience improvement Polishing 396 397 xiii
xiv Table of Contents How to polish Quality assurance Game designers and QA 398 403 Tips for closing a game project Summary 404 405 403 Index 407 Other Books You May Enjoy 420
|
adam_txt |
Table of Contents Preface xiii 1 Introducing the Game Production Process Ί Game design roles 2 Agile 7 Specialization and T-shaping 3 Production schedule and milestones 9 Development teams 4 Responsibilities of a game designer 6 Greenlight gates and vertical slice A traditional milestone structure Software development models Í0 10 11 7 Waterfall 7 Validation funnel in-game development Ihe role of a games publisher Summary 14 15 17 Preparing a Game Concept What is a game concept? Structure of a game concept document 17 Knowing your competition Understanding the ideation process 28 29 19 Tire hook or elevator pitch Description Key feature set Platform 20 Coming up with ideas Twisting familiar mechanics 21 21 23 Creativity through constraints Finding the fun 30 31 31 Audience 24 Ihe mood, or how the game looks and feels 33 34 Genre Business model 26 Summary 35 26 Defining fantasy 32
viii Table of Contents 37 Scoping a Game Project The evolution of game structure Common game structures 39 40 Linear Structured nonlinear Open nonlinear 40 41 Endless and sandbox Notes on structure 43 44 42 Game content 44 Content burn 46 Scoping practices 53 Content lifespan Game flow 53 58 Planning design work 61 Estimation techniques 62 Priorities and dependencies 64 Summary 65 Creating Design Documentation 67 The purpose of a GDD Characteristics of a good GDD 68 69 Writing techniques 87 Use of style 87 It is modular 69 It starts with goals and requirements It is the result of a discussion 71 72 Layering details Start with a high-level design 87 88 It is clear, brief, and concise It is multimedia It leaves space for creativity and debate 73 74 75 Motion versus action Write incrementally by drafting 88 88 It comes in different formats and sizes 76 It is online, shareable, and accessible 76 Tools for writing a GDD 77 Word processors 77 Wikis Presentations 78 80 Hyperlinks 90 Note organizers Digital whiteboards 81 81 Elegance in game design 90 Mind maps Spreadsheets 81 83 Keep it short and simple (KISS) 91 The less-is-more principle 92 Illustration tools Generative AI tools 84 86 Summary 93 Prioritize 89 Use of keywords Table of contents 89 89 Bullet points Images with captions Diagrams 89 89 90 Variables Redundancy 90 90
Table of Contents Understanding Game Mechanics 95 What is a game mechanic? 96 Mechanics and dynamics produce feedback Examples of game mechanics Game mechanics interact with each other to develop dynamics Mechanics and dynamics are part of a feature 97 Finding the right reference 107 109 Additive and subtractive design 110 Approaching mechanic design Rules and game mechanics 101 101 102 104 105 Putting it all back together 112 Summary 112 О Designing Systems and Features Developing an idea into an experience 114 Innovating with design Solving gameplay problems with design 117 117 Building a game feature starting from the players ¡18 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 113 Games as systems of conflict 123 127 Obstacles Dilem mas Quality over quantity More choices, not best choices 128 128 129 Combat systems 123 123 126 How to design a combat system Combat depth 126 How to design a tutorial Tutorials in free-to-pJay games 126 127 127 Opponents Teaching game features Summary 129 129 130 132 135 135 136 137 7 Making Prototypes What is a prototype? Why a prototype? 139 139 140 Prototyping techniques Paper prototyping 141 141 ix
Table of Contents Digital prototyping A step-by-step guide to prototyping 144 14g The hands-on game designer A paper prototype case study 148 149 Step 1 - ask the right questions Step 2 ֊ select the framework and tools 146 147 Questioning a combat system Addressing the problem Step 3 - create the rules 147 From paper to digital 155 Step 4 - implement and create the prototype 147 Abstraction versus reality 155 Step 5 - the first playtest Moving on 156 Summary 158 147 Step 6 - iterate Step 7 - move on I4g Prototyping exercise 148 Designing Compelling Stories for Games Narrative 160 160 161 Linear narrative Modular narrative Traditional narrative models , 102 Environmental storytelling The three-act story 162 Monomyth 163 Summary The premise The sketch Grayboxing Art implementation 175 176 170 173 Functional level design and realism 187 17g Evolving game features Pacing from day one 188 191 177 j$2 j$4 Lock and key Geometry and gameplay Effects of lighting 192 193 198 Vision as a mechanic Level design in multiplaver action games 200 202 Final polish Level design and storytelling Level-design practices 166 167 175 The Fundamentals of Level Design What is level design? The level-design process 159 Designing narratives for video games 166 Why are stories good for games? Do all games have a narrative? 149 151 185 187 Summary 203
Table of Contents 10 Creating Characters Do all games need characters? The birth of a video game character Playable characters, NPCs, and enemies Ihc function of characters Character statistics, attributes, and abilities A step-by-step character design Acquire deep knowledge of the game Writedown the design pillars 205 206 206 209 209 213 216 Write a high concept Define and balance the stats Prototype and iterate I inal implementation Enemies Types of villains Types of enemies Eneniv behaviors and stats Enemies exist to entertain a player 218 218 224 224 224 225 225 228 228 217 217 Diversity Summary 228 231 11 Balancing Your Content and Systems Gameplay balancing 233 Gameplay balancing methods and tips МВТ balancing 235 Layered Modifiers 210 Game difficulty 244 Static difficulty settings 239 233 Automatic ditliculty adjustment Pacing .Mental and sensore stimulation How to approach pacing Summary 248 252 253 255 262 245 12 Building a Great User Interface and User Experience Understanding UX 263 Player input 264 Camera systems Feedback 267 Designing Uis 278 280 263 Listing and prioritizing information 280 UI mockups UI tips and tricks 282 Summary 286 292
xii Table of Contents Making Your Games Accessible 293 Reducing cognitive load 294 Teaching outside gameplay Best practices Limiting the complexity of interaction 295 Localization 304 Maintaining visual clarity Making audio optional 296 Playtesting 305 Increasing accessibility 293 Restricting negative consequences 296 297 Building on common knowledge 297 Teaching game systems 298 In-game teaching techniques 298 What to playtest? Playtesting formats 300 301 306 307 Sourcing candidates Running playtesting sessions 310 Summary 321 314 14 Mastering Games as a Service Terms of engagement 323 323 Event components 342 346 Basic stats Marketing and analytics Economy and balancing 324 Event rewards 326 327 Community and customer support Live operations 331 Official Discord servers, Reddit communities, 350 and social media accounts 350 Gathering feedback Newsletters 351 351 Localized customer support Staffing 332 Efficient live ops Managing the content treadmill Live-game balancing 333 334 334 Tools and setup 338 Supporting players Live streaming Content management system (CMS) Customer relationship management (CRM) 339 339 Live ops tools 339 340 340 Asset streaming 340 Dashboards Test environments Events Event classification 341 341 Introduction to season passes 349 350 351 351 Designing a season pass Progression mechanics 353 354 Accessing previous passes Premium rewards and perks Season pass tips 357 358 359 Summary 360
Table of Contents 15 Understanding Monetization Techniques Basics of F2P monetization 362 Vectors of monetization 362 Why do some games fail to monetize? 361 385 Time 363 Poor goal setting 385 Difficulty Playable content Non-playable content In-game advertisements 363 364 365 365 Content is not desirable Poor balancing (too easy or too hard) Monetization works but is inherently low performing 385 386 Establishing a game economy 365 Monetization tips and tricks 386 Adjusting the monetization strategy 366 Balancing player progression Gacha Weight-based loot tables Packaging and opening Maintaining consistency Kompu gacha 367 370 374 375 375 376 Box gacha Bundles and targeting Adjusting your offering based on individual player spending 376 377 379 Purchase rationalization Evaluate your audience! Players have limited budgets 379 380 380 Using season passes for monetization Tips for creating a high-performing season pass 381 386 Earn an opportunity to spend Player spending should build up your community, not divide it Disappointments and regrets cost dearly! ’Ihink of technical performance holistically 386 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 389 389 389 Beware of stockpiling resources Start strong and hook players onto the long-term premise 390 387 388 388 389 390 390 390 Preview content to spark a desire 391 Summary 391 383 іб 393 The Final 10% Putting the pieces together 395 Feature creep 395
User experience improvement Polishing 396 397 xiii
xiv Table of Contents How to polish Quality assurance Game designers and QA 398 403 Tips for closing a game project Summary 404 405 403 Index 407 Other Books You May Enjoy 420 |
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spelling | Kramarzewski, Adam Verfasser aut Practical game design a modern and comprehensive guide to video game design Adam Kramarzewski, Ennio de Nucci Second edition Birmingham ; Mumbai Packt August 2023 xx, 423 Seiten Illustrationen, Diagramme txt rdacontent n rdamedia nc rdacarrier Computer games Design Computer graphics Computerspiel (DE-588)4010457-6 gnd rswk-swf Softwareentwicklung (DE-588)4116522-6 gnd rswk-swf Computerspiel (DE-588)4010457-6 s Softwareentwicklung (DE-588)4116522-6 s DE-604 Nucci, Ennio de Verfasser aut Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=034569191&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Kramarzewski, Adam Nucci, Ennio de Practical game design a modern and comprehensive guide to video game design Computer games Design Computer graphics Computerspiel (DE-588)4010457-6 gnd Softwareentwicklung (DE-588)4116522-6 gnd |
subject_GND | (DE-588)4010457-6 (DE-588)4116522-6 |
title | Practical game design a modern and comprehensive guide to video game design |
title_auth | Practical game design a modern and comprehensive guide to video game design |
title_exact_search | Practical game design a modern and comprehensive guide to video game design |
title_exact_search_txtP | Practical game design a modern and comprehensive guide to video game design |
title_full | Practical game design a modern and comprehensive guide to video game design Adam Kramarzewski, Ennio de Nucci |
title_fullStr | Practical game design a modern and comprehensive guide to video game design Adam Kramarzewski, Ennio de Nucci |
title_full_unstemmed | Practical game design a modern and comprehensive guide to video game design Adam Kramarzewski, Ennio de Nucci |
title_short | Practical game design |
title_sort | practical game design a modern and comprehensive guide to video game design |
title_sub | a modern and comprehensive guide to video game design |
topic | Computer games Design Computer graphics Computerspiel (DE-588)4010457-6 gnd Softwareentwicklung (DE-588)4116522-6 gnd |
topic_facet | Computer games Design Computer graphics Computerspiel Softwareentwicklung |
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