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Playful Production Process: For Game Designers (and Everyone) [Kõva köide]

  • Formaat: Hardback, 360 pages, kõrgus x laius: 254x178 mm, 66 black and white illustrations
  • Ilmumisaeg: 12-Oct-2021
  • Kirjastus: MIT Press
  • ISBN-10: 0262045516
  • ISBN-13: 9780262045513
Teised raamatud teemal:
  • Formaat: Hardback, 360 pages, kõrgus x laius: 254x178 mm, 66 black and white illustrations
  • Ilmumisaeg: 12-Oct-2021
  • Kirjastus: MIT Press
  • ISBN-10: 0262045516
  • ISBN-13: 9780262045513
Teised raamatud teemal:
How to achieve a happier and healthier game design process by connecting the creative aspects of game design with techniques for effective project management.

This book teaches game designers, aspiring game developers, and game design students how to take a digital game project from start to finish—from conceptualizing and designing to building, playtesting, and iterating—while avoiding the uncontrolled overwork known among developers as “crunch.” Written by a legendary game designer, A Playful Production Process outlines a process that connects the creative aspects of game design with proven techniques for effective project management. The book outlines four project phases—ideation, preproduction, full production, and post-production—that give designers and developers the milestones they need to advance from the first glimmerings of an idea to a finished game.
Foreword xv
Amy Hennig
Introduction 1(8)
Phase One: Ideation-Making Ideas
1 How to Begin
9(2)
2 Blue Sky Thinking
11(6)
Brainstorming
11(3)
Automatism
14(1)
Other Blue Sky Thinking Techniques
15(1)
Designers, Spreadsheets, and the Power of the List
15(2)
3 Research
17(4)
Research on the Internet
17(1)
Image Research
17(1)
Don't Neglect the Library
18(1)
Field Trips
18(1)
Interviews
18(1)
Shadowing
19(1)
Research Notes
19(2)
4 Game Prototyping: An Overview
21(10)
Game Mechanics, Verbs, and Player Activities
22(1)
Three Kinds of Prototyping
23(6)
Every Game Developer Is a Game Designer
29(2)
5 Making a Digital Game Prototype
31(12)
Choosing and Using a Game Engine
31(1)
Choosing an Operating System and a Hardware Platform
32(1)
Build Your Prototype as a Toy, Not a Game
32(2)
The Importance of Sound for Digital Game Prototypes
34(2)
Playtesting and Iterating on a Digital Prototype
36(1)
How Many Digital Prototypes Should We Make?
37(1)
When to Follow Where a Prototype Leads
37(1)
Ideation Deliverable: Prototype Builds
38(1)
Masterpiece Syndrome
39(1)
The Emotional Side of Prototype Playtests
40(3)
6 Communication as a Game Design Skill
43(10)
Communication, Collaboration, Leadership, and Conflict
43(2)
The Most Basic Communication Skills
45(3)
Sandwiching
48(3)
Respect, Trust, and Consent
51(2)
7 Project Goals
53(14)
Experience Goals
53(6)
Writing Down Your Experience Goals
59(1)
Design Goals
60(1)
Taken Together, Experience Goals and Design Goals Give Us Our Project Goals
61(1)
Repertoire and Growth
62(1)
Considering the Possible Audience for Our Game
63(2)
Becoming a Developer for a Specialized Game Platform
65(1)
Advice about Forming Your Project Goals
65(2)
8 The End of Ideation
67(4)
How Long Should the Ideation Phase Last?
67(1)
Some Final Advice about Prototyping
68(1)
A Summary of the Ideation Deliverables
68(3)
Phase Two: Preproduction-Designing by Doing
9 Gaining Control of the Process
71(6)
The Assembly Line and Waterfall
71(1)
Making Something New
72(1)
Planning during Preproduction
73(1)
Mark Cerny and Method
73(1)
The Value of Preproduction
74(3)
10 What Is a Vertical Slice?
77(14)
The Core Loop
77(2)
The Three Cs
79(4)
Sample Levels and the Blockmesh Design Process
83(2)
The Size and Quality of Vertical Slice Sample Levels
85(2)
The Beautiful Corner
87(2)
The Challenge and Reward of the Vertical Slice
89(2)
11 Building a Vertical Slice
91(12)
Work from a Prototype
92(1)
Create an Early Sequence from the Game-but Don't Make the Very Beginning Yet
92(1)
Iterate on the Core Elements of Your Game
92(1)
Commit to a Game Engine and Hardware Platform
93(1)
Practice Good Housekeeping
94(1)
Start to Add Debug Functions
95(1)
Fail Early, Fail Fast, Fail Often
95(1)
Work in the Same Physical Space or Together Online
95(1)
Save and Categorize Your Design Materials
96(1)
Be Guided by Your Project Goals
96(1)
When to Modify Your Project Goals
97(1)
What We Are Doing by Building the Vertical Slice
97(2)
Preproduction Cannot Be Scheduled Conventionally
99(1)
Timeboxing
100(3)
12 Playtesting
103(16)
The Designer's Model, the System Image, and the User's Model
104(1)
Affordances and Signifiers
105(1)
Playtesting for Legibility and Experience
105(1)
Best Practices for Playtesting
106(6)
Running Regular Playtests
112(1)
Evaluating Playtest Feedback
113(2)
"I Like, I Wish, What If...?"
115(1)
Playtesting for Designers and Artists
116(3)
13 Concentric Development
119(14)
Why the Universe Is Organized into Hierarchies-a Fable
119(1)
What Is Concentric Development?
119(2)
Implement Primary Mechanics First until They Are Complete
121(1)
Implementing Secondary Mechanics and Tertiary Mechanics
122(1)
Concentric Development and Design Parameters
123(1)
Test Levels
124(1)
Polish as You Go
124(1)
Don't Use Defaults
125(1)
Polish Can Be Punk
125(1)
Concentric Development, Modularity, and Systems
126(1)
Iteration, Evaluation, and Stability
127(1)
Concentric Development Helps Us Manage Our Time
128(1)
The Switch to Concentric Development
128(1)
Concentric Development and the Vertical Slice
129(1)
Concentric Development and Agile
130(1)
Maximizing the Amount of Work Not Done
131(1)
The Pace of Concentric Development
131(2)
14 Preproduction Deliverable-The Vertical Slice
133(2)
Delivering a Build of the Vertical Slice
133(1)
Supporting the Vertical Slice with Other Materials
133(1)
Learning about Scope from the Creation of the Vertical Slice
134(1)
Playtesting the Vertical Slice
134(1)
Focus Testing Our Game's Title and Early Key Art
134(1)
15 Against Crunch
135(6)
16 Story Structure for Game Designers
141(10)
Aristotle's Poetics
141(1)
Freytag's Pyramid
142(1)
Game Structures Mirror Story Structure
143(1)
Stories and Gameplay Are Fractal
144(2)
The Components of Story
146(3)
How to Improve the Stories in Your Games
149(1)
When in Doubt...
150(1)
17 Preproduction Deliverable-The Game Design Macro
151(16)
Making a Map for Full Production
151(1)
Why Use a Game Design Macro?
152(1)
The Game Design Macro and Our Project Goals
153(1)
The Two Parts of a Game Design Macro
153(1)
The Game Design Overview
154(1)
The Game Design Macro Chart
154(1)
The Rows and Columns of the Game Design Macro Chart
155(1)
A Game Design Macro Chart Template
156(2)
Player Goal, Design Goal, and Emotional Beat
158(4)
An Example of the Relationship between Player Goal, Design Goal, and Emotional Beat
162(1)
The Advantages of a Game Design Macro
163(2)
The Game Design Macro Is Set in Stone
165(1)
Is the Game Design Macro a Game Design Bible?
166(1)
18 Writing a Game Design Macro Chart
167(14)
The Granularity of the Macro Chart
168(1)
Sequencing the Game Design Macro Chart
169(6)
Making the Macro Chart Complete
175(1)
Micro Design
175(1)
Nonlinear Games and the Game Design Macro Chart
176(1)
Example Game Design Macros
177(4)
19 Scheduling
181(18)
Simple Scheduling
181(1)
How Many Person-Hours Do We Have to Make Our Game?
182(1)
The Simplest Schedule
183(1)
Simple Schedule Information for Each Task
184(3)
Scoping with a Simple Schedule
187(1)
Tracking a Project Using a Simple Schedule
188(1)
The Burndown Chart
189(6)
Deciding What Can Be Cut
195(1)
Rescheduling in a Burndown Chart
195(1)
Burndown Charts Create an Atmosphere of Trust and Respect
196(3)
20 Milestone Reviews
199(12)
When to Run Milestone Reviews
199(1)
Internal and External Milestone Reviews
200(1)
Holding a Milestone Review
200(4)
The Pixar Braintrust
204(1)
What Makes a Good Note?
205(2)
What Should the Presenting Game Developers Do during a Milestone Review?
207(1)
Presenting to Project Stakeholders
208(1)
Emotional Aspects of the Milestone Review Process
209(2)
21 The Challenge of Preproduction
211(6)
Committing to a Design
211(1)
Canceling a Project if Preproduction Doesn't Go Well
212(1)
Onward into Full Production
213(1)
A Summary of the Preproduction Deliverables
214(3)
Phase Three: Full Production-Building and Discovering
22 The Character of Full Production
217(12)
Presenting the Vertical Slice and Game Design Macro
217(1)
Working through Your Task List
218(1)
Changing Gears in the Transition from Preproduction to Full Production
218(1)
Checking In on Your Project Goals
219(1)
Stand-Up Meetings
220(1)
The Milestones of Full Production
221(1)
What Order Should a Game Be Built In?
222(1)
Game Feel and Juiciness
223(1)
Focuses for Full Production
224(1)
When to Take a Risk during Full Production
225(4)
23 Types of Testing
229(8)
Informal Playtesting
229(2)
Design-Process Testing
231(1)
QA Testing
232(1)
Automated Testing
233(1)
Public-Facing Testing
234(3)
24 Preparing for a Formal Playtest
237(16)
Formal Playtesting at Naughty Dog
237(2)
A Formal Playtesting Practice for Everyone
239(3)
Preparing a Formal Playtest Script
242(1)
Preparing a Formal Playtest Survey
243(2)
Preparing for an Exit Interview
245(5)
Devising Exit Interview Questions
250(1)
Focus Testing Our Game's Title, Key Art, and Logo Design
251(1)
Preparing for the Day of the Formal Playtest
251(2)
25 Running a Formal Playtest
253(14)
Formal Playtesting in an Informal Environment
253(1)
Finding Playtesters
253(1)
Finding a Location, Arranging a Time, and Deciding a Playtest Coordinator
254(1)
Preparing the Location
255(1)
The Arrival of the Playtesters
256(1)
Immediately before the Playtest Starts
256(1)
The Play Session
256(1)
The Debrief Session
257(1)
Clearing Up after the Playtest
258(1)
Analyzing the Playtest Results
259(5)
Acting on the Feedback Received from a Formal Playtest
264(1)
Dealing with Difficult Feedback
265(1)
Going into the Next Round of Formal Playtesting
266(1)
26 Game Metrics
267(10)
Game Metrics at Naughty Dog
268(4)
Implementing Metrics in Your Game
272(1)
Metrics Data and Consent
273(1)
Testing Metrics Data Systems
274(1)
Visualizing Metrics Data
274(1)
Game Metrics Implementation Checklist
275(1)
The Opportunities and Limits of Game Metrics
275(2)
27 The Alpha Phase and Bug Tracking
277(8)
A Simple Bug Tracking Method
278(7)
28 The Alpha Milestone
285(12)
Features and Content
285(1)
Being Feature Complete
286(2)
Being Game Sequence Complete
288(1)
A Good Onboarding Sequence by Alpha
289(1)
The Role of the Alpha Milestone
290(2)
Choosing a Game Title at Alpha
292(1)
Summarizing the Alpha Milestone
292(1)
The Milestone Review That Takes Place at Alpha
293(4)
29 Stubbing Things In
297(6)
What Is a Stub?
297(1)
Stubs in Videogames
297(1)
An Example Stub Object Process
298(3)
Stubs and Functionality
301(1)
Stubbing in Content versus Concentric Development
302(1)
30 Reaching the Audience for Our Game
303(6)
Make a Marketing Plan
304(1)
Make a Website and Press Kit for Your Game, and Contact the Press
304(1)
Running a Social Media Campaign for Your Game
305(1)
Working with Social Media Influencers
306(1)
Integrating Game Development with Professional Marketing
307(2)
31 The Beta Milestone
309(10)
What's Needed for the Beta Milestone
309(1)
Completeness and the Beta Milestone
310(2)
The Beta Phase, Concentric Development, and Game Health
312(1)
Credits and Attribution
313(1)
The Challenge of Reaching the Beta Milestone
313(1)
Summarizing the Beta Milestone
314(1)
The Milestone Review That Takes Place at Beta
315(4)
Phase Four: Postproduction-Fixing and Polishing
32 The Postproduction Phase
319(10)
How Long Should Postproduction Take?
320(1)
Bug Fixing
321(1)
Polishing
322(1)
Balancing
322(2)
The Character of Postproduction
324(1)
Mobility of Viewpoint
324(2)
Postproduction Waves
326(3)
33 The Release Candidate Milestone
329(4)
What Is Needed for a Release Candidate?
329(1)
From Release Candidate to Gold Master
330(1)
Releasing the Game
331(2)
34 The Certification Process
333(6)
The Certification Process Timeline
334(1)
Passing and Failing Cert
335(1)
Updating Games after Passing Cert
335(1)
Content Ratings
335(4)
35 Unexpected Game Design
339(4)
Types of Unexpected Game Design
339(4)
36 After We've Finished
343(6)
Releasing a Game
343(1)
The Post-Project Review
344(1)
Resting at the End of a Project
344(1)
Post-Project Blues
345(1)
The Next Project
346(1)
R&D
346(1)
Starting with Some Direction
347(1)
When to Leave a Team
347(1)
Back to the Beginning
348(1)
Epilogue 349(4)
Appendix A: The Four Phases, Milestones, and Deliverables of the Playful Production Process 353(2)
Appendix B: Transcription of Figure 7.1 355(2)
Appendix C: Game Design Macro for Uncharted 2: Among Thieves (detail) from Figure 18.2 357(4)
Acknowledgments 361(4)
References 365(6)
Index 371