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Practical Game Design

Practical Game Design

By : Kramarzewski, Ennio De Nucci
5 (17)
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Practical Game Design

Practical Game Design

5 (17)
By: Kramarzewski, Ennio De Nucci

Overview of this book

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.
Table of Contents (19 chapters)
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12
Chapter 12: Building a Great User Interface and User Experience

Development teams

In tiny independent teams, there can often be no space for designated product people (a term used to describe game directors or managers, producers, game designers, and live operations managers). In such situations, game design responsibilities are distributed between the artists and programmers.

However, while a team with no designer may work well on a small indie scale (one to four people), the prospect of running a game team of more than five people without a designated designer is a very risky one. With the freedom of distributed design (colloquially called design by committee) often comes a lack of ownership and accountability.

Making good design decisions becomes increasingly difficult as a game is being pulled in different directions and lacks a cohesive vision. In such teams, even the most pressing gameplay issues can go unaddressed. Everyone loves to chip in with their ideas, but nobody feels compelled to work on design problems, be it for the fear...

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