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GAME DESIGN#1
The process of creating rules, mechanics, and themes for a game, focusing on player experience.
TABLETOP GAMES#2
Games played on a flat surface, often involving pieces, cards, and boards, emphasizing social interaction.
PROTOTYPING#3
The creation of a preliminary version of a game to test mechanics and gameplay before final production.
PLAYTESTING#4
The process of testing a game with real players to gather feedback and identify areas for improvement.
GAME MECHANICS#5
The rules and systems that govern gameplay, influencing how players interact with the game.
THEME#6
The narrative or setting of a game that provides context and enhances player engagement.
ITERATIVE DESIGN#7
A development process that involves repeated cycles of prototyping, testing, and refining a game.
FEEDBACK#8
Information gathered from playtesters about their experience, used to improve the game design.
BALANCING#9
Adjusting game mechanics to ensure fairness and maintain player engagement throughout gameplay.
CORE MECHANICS#10
The fundamental actions players take in a game, such as moving, collecting, or battling.
GAME DYNAMICS#11
The interactions between players and game mechanics that shape the overall gameplay experience.
MATERIALS#12
Physical items used in prototyping, such as cards, dice, and boards, to create a playable game.
RULES#13
The guidelines that dictate how a game is played, including objectives, player actions, and winning conditions.
MARKETING PITCH#14
A presentation designed to promote a game to potential publishers or investors, highlighting its unique features.
SHOWCASE EVENT#15
An organized presentation where designers display their games to the public or industry professionals.
CROWDFUNDING#16
A method of raising funds for a game project by collecting small contributions from a large number of people.
DOCUMENTATION#17
The process of recording design decisions, playtest results, and game evolution for future reference.
PLAYTESTING GUIDE#18
A structured document outlining the objectives, procedures, and questions for conducting a playtest.
PROTOTYPE#19
A preliminary model of a game, often rough and incomplete, used for testing and feedback.
ENGAGEMENT#20
The level of interest and involvement players have while interacting with a game.
NETWORKING#21
Building relationships with other game designers, publishers, and playtesters for collaboration and support.
COMMERCIALIZATION#22
The process of preparing a game for the market, including production, marketing, and distribution.
DESIGN EVOLUTION#23
The changes and improvements made to a game design over time based on feedback and testing.
PLAYER EXPERIENCE#24
The overall feeling and satisfaction a player derives from playing a game.
INNOVATIVE IDEAS#25
Creative concepts that differentiate a game from others, enhancing its appeal and uniqueness.