Sign In Start Free Trial
Account

Add to playlist

Create a Playlist

Modal Close icon
You need to login to use this feature.
  • Book Overview & Buying Practical Game Design
  • Table Of Contents Toc
  • Feedback & Rating feedback
Practical Game Design

Practical Game Design

By : Kramarzewski, Ennio De Nucci
5 (17)
close
close
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)
close
close
12
Chapter 12: Building a Great User Interface and User Experience

Planning design work

In the games industry, it’s usually the project manager who creates and enforces production schedules. To do that, a list of tasks and assets to produce is assembled based on the available design and technical documentation.

These tasks are then paired with estimates that (in the best-case scenario) come from the people who will actually end up doing said tasks. If the project is highly inventive and/or staff members are inexperienced, more senior employees might get involved in helping with the initial scheduling.

Unfortunately, in the words of strategist Helmuth von Moltke, No battle plan ever survives contact with the enemy. First production schedules are likely to be very, very wrong. In the beginning, things will usually take longer than anticipated, and a lot of unknown problems, changes in direction, and missed tasks will emerge.

Fortunately, as time goes on, your team’s experience with the product grows and your tools are likely to...

Unlock full access

Continue reading for free

A Packt free trial gives you instant online access to our library of over 7000 practical eBooks and videos, constantly updated with the latest in tech

Create a Note

Modal Close icon
You need to login to use this feature.
notes
bookmark search playlist font-size

Change the font size

margin-width

Change margin width

day-mode

Change background colour

Close icon Search
Country selected

Close icon Your notes and bookmarks

Delete Bookmark

Modal Close icon
Are you sure you want to delete it?
Cancel
Yes, Delete

Delete Note

Modal Close icon
Are you sure you want to delete it?
Cancel
Yes, Delete

Edit Note

Modal Close icon
Write a note (max 255 characters)
Cancel
Update Note

Confirmation

Modal Close icon
claim successful

Buy this book with your credits?

Modal Close icon
Are you sure you want to buy this book with one of your credits?
Close
YES, BUY