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