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Practical Game Design
book

Practical Game Design

by Adam Kramarzewski, Ennio De Nucci
April 2018
Beginner content levelBeginner
476 pages
14h 4m
English
Packt Publishing
Content preview from Practical Game Design

Real-world examples

Normally, my content lifespan document would take the form of a long table with a single row for each element in the game (it would include buildings, obstacles, playable and non-playable characters, interactive objects, cutscenes, weapons, abilities, scenery, level design, and so on). I'd then add columns that contained the following: a short description, the first time an element is used, priority, and dependency (an obstacle that requires a special gadget obviously has to be created after said gadget).

Games have differing structures and their relationship with content varies wildly, therefore every game should be approached in a fitting way.

In Transformers: Earth Wars, we already had an art production spreadsheet ...

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Publisher Resources

ISBN: 9781787121799Other