更新时间:2021-08-27 18:59:34
封面
Title Page
Copyright and Credits
Practical Game Design
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Preface
Who this book is for
What this book covers
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Conventions used
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Disclaimer
Introducing the Game Production Process
Game design roles
Specialization and T-shaping
Development teams
Responsibilities of a game designer
Software development models
Waterfall
Agile
Scrum
Production schedule and milestones
Greenlight gates and vertical slice
Traditional milestone structure
Validation funnel in-game development
Role of a games publisher
Summary
Game Concept
What is a game concept?
The "hook" or "elevator pitch"
Description
Key feature set
Finding your USP
Platform
Audience
Age rating systems
Genre
Business model
Know your competition
The ideation process
Coming up with ideas
Twisting familiar mechanics
Creativity through constraints
Finding the fun
Prototyping
Iteration
Defining the fantasy
Creating the fantasy through game mechanics
The mood or "how the game looks and feels"
Scoping a Game Project
Game structure
Game content
Content burn
Avoiding content furnace
Depth and possibility space
Randomization and procedural generation
User-generated content
Managing content treadmill
Common game structures
Linear
Structured nonlinear
Open nonlinear
Endless and sandbox
Notes on structure
Scoping practices
Content lifespan
Real-world examples
Player progression flow
Unlock matrix
Game flow
Example of a menu flow
Planning design work
Estimation techniques
Priorities and dependencies
Start from the middle
Design Documentation
What is the purpose of a GDD?
Characteristics of a good GDD
It is modular
It starts with goals and requirements
Is the result of a discussion
Is clear brief and concise
Is multimedial
It leaves space for creativity and debate
It comes in different formats and sizes
It is online
Tools for writing a GDD
Word processors
Presentations
Mind maps