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Adam Kramarzewski - Practical Game Design

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Adam Kramarzewski Practical Game Design

Practical Game Design: summary, description and annotation

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Design creative and accessible games across genres, platforms, and development realities

Key Features
  • Design interactive characters that fill up the game world, both allies and enemies
  • Apply your learnings with exercises that will stimulate your creativity and get familiar with the game design process
  • Understand the skills and techniques required for a game designer to work in a professional studio
Book Description

Immerse yourself in the fundamentals of game design. Are you are looking to take the creative lead and make better game designs faster? Then you have come to the right place. This book is written by two highly experienced industry professionals to give real insights and valuable advice on creating games for this lucrative market.

The book builds up the basics of game design one simple piece at a time. Starting with learning how to conceptualize a game idea and present it to other people, you gradually move onto devising a design work plan for the whole project and adapt solutions from other games. You will learn to create original game mechanics without relying on existing reference material and test and eliminate anticipated design risks. You will then design elements that make up the playthrough length of a game, make the game mechanics, content and interface accessible to all players, and ensure all the gameplay mechanics and game content work as intended. Finally, you will learn to wrap up a game ahead of release, work through the different challenges of designing free to play games, improve its quality indefinitely.

What you will learn
  • Define the production boundaries of a project
  • Conceptualize a game idea and present it to other people
  • Engineer gameplay systems and communicate them clearly and thoroughly
  • Build game mechanics off games that already exist
  • Distill an original idea into workable system design
  • Build spatial canvas of a game
  • Wrap up a game ahead of release and improve its quality indefinitely
Who This Book Is For

Whether you are a student just approaching the discipline or junior game designer looking for your first role as a professional, this book is going to equip you with the fundamental knowledge to succeed in your career. By focusing on best practices and a practical approach, the book provides a useful insight into the arts and crafts of two senior game designers that would interest more seasoned professionals in the game industry.

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Practical Game Design

Learn the art of game design through applicable skills and cutting-edge insights

Adam Kramarzewski

Ennio De Nucci

BIRMINGHAM - MUMBAI Practical Game Design Copyright 2018 Packt Publishing - photo 1

BIRMINGHAM - MUMBAI

Practical Game Design

Copyright 2018 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the authors nor Packt Publishing or its dealers and distributors will be held liable for any damages caused or alleged to have been caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

Commissioning Editor: Amarabha Banerjee
Acquisition Editor: Larissa Pinto
Content Development Editor: Francis Carneiro
Technical Editor: Diksha Wakode
Copy Editor: Safis Editing
Project Coordinator: Devanshi Doshi
Proofreader: Safis Editing
Indexer: Pratik Shirodkar
Graphics: Jason Monteiro
Production Coordinator: Deepika Naik

First published: April 2018

Production reference: 1130418

Published by Packt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham
B3 2PB, UK.

ISBN 978-1-78712-179-9

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Contributors

About the authors

Adam Kramarzewski is a game designer who, at the age of 19, dived straight into the pre-smartphone mobile games industry of 2007. He has gathered over a decade of experience with the likes of Gameloft, Square Enix, and Space Ape Games, and has worked on over 30 game projects and many world-class IPs, including Lara Croft, Deus Ex, and Transformers. Adam is an avid gamer, and a fan of cinematography, psychology, and all things science. He also sat on the jury for game design at the 2017 BAFTA Video Game Awards.

I'd like to extend my gratitude to my loving girlfriend, Shan, for putting up with me throughout this project, and to my brother Chris, my parents, and everyone at Space Ape Games who helped me out with feedback, fresh ideas, and words of encouragement. Special thanks to Andrew Munden and Bill Robinson, for great suggestions that helped improve this book.

Ennio De Nucci is a game designer and developer. He works as a game designer since 2011 and designed both digital video games and physical board games. He worked for a variety of video game developers, such as the Italian PM Studios Srl, Supermassive Games, and the multinational IGT. Since November 2014, he has been a part of the BAFTA Crew Games. Currently, he works at Another Place Productions in London, where he designs mobile RPGs.

My first thanks to Barbara, who supported me in the long hours of writing and studying for this book. Thanks to my parents, my friends, and all my colleagues at Another Place Productions, who welcomed me into the most amazing dev team. Finally, my gratitude to Fabio Belsanti and Fabio Abbattista, who believed in me and sparked my passion for game design.

About the reviewers

Zo O'Shea is a PhD candidate studying at Goldsmiths University, London, and is part of the Intelligent Games/Games Intelligence Center for Doctoral Training (IGGI). Originally from Dublin, Ireland, Zo has previously studied 3D modeling, game design, and games theory. Her current research is centered around player psychology and behavior. When not working on her thesis, Zo undertakes a wide selection of freelance work and enjoys playing Final Fantasy XIV Online.

Bill Robinson has been developing games for almost 30 years, and has been doing so professionally for over 10 years. He currently works at Space Ape Games in London and worked for Jagex in Cambridge earlier.

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Chapter 3: Scoping a Game Project

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Chapter 4 - photo 8
Chapter 4 Design Documentation - photo 9
Chapter 4 Design Documentation - photo 10
Chapter 4 Design Documentation - photo 11
Chapter 4 Design Documentation - photo 12

Chapter 4: Design Documentation

Chapter 5 - photo 13
Chapter 5 Adaptation of Mechanics - photo 14
Chapter 5 Adaptation of Mechanics - photo 15
Chapter 5 Adaptation of Mechanics - photo 16
Chapter 5 Adaptation of Mechanics - photo 17

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