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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.