This book is for all of them because it begins with the most abstract concept of what we call a game and, although it eventually focuses on video games, it emphasizes the creative process of generating ideas, finding the most promising ones, testing them with a prototype that doesn’t have to resemble its final form, and starting an iterative refinement process until you arrive at something genuinely fun for its concept itself (and not for its implementation). Only then does development begin. In fact, the book doesn’t start addressing what we know as development until its last third, and even then it doesn’t deal with the technical side of development—there isn’t a single line of code in this book—but rather the planning and management of a group’s work.
The book adopts the perspective of the video game designer. While this is a very specific role within a development team, it is the one with the most transversal responsibilities, as the book explains, and therefore has the greatest visibility of the entire process—hence its importance.
The first two-thirds of the book explain the role of the video game designer; what we understand by a game; what its fundamental elements are; what elements enrich it to give it the desired character; what the most common gameplay dynamics are according to that character; how we can maintain player interest over time; and how we can keep the game balanced to avoid player frustration or, worse, boredom. It then moves on to how to filter and refine game ideas, giving enormous importance (and entire chapters) to the process of prototyping and testing those prototypes with real players (outside of the designer). Proof of the book’s decidedly “meta” approach is its insistence that tested prototypes start out as physical ones, even on paper and cardboard, long before creating the first digital prototype. This approach of avoiding digital prototypes until very late in the process may seem surprising to those of us who enjoy writing lines of code, but the author convincingly and refreshingly explains the reasoning behind it.
The last third deals with development itself, but with a “hands-off-the-keyboard” approach. Here, the book puts you in the shoes of a team manager who must coordinate multiple specialists to shape a game that can be sold. The entire book has a very realistic tone, but this is where it stands out the most. The author makes a notable effort to convey the day-to-day life of a video game development studio, both in its internal tasks of creating the game and in its interactions with key external actors for testing, funding, and distribution, such as testers and publishers. To do this, it explains how to structure development teams, what roles are common, and how they can interact efficiently and healthily. It then explains how agile methodologies can help humanize development and improve the product. I particularly liked how it explains the workings of the video game market and prepares you for how to approach a publisher so they choose to finance your game. It even goes as far as to discuss typical contracts between publishers and development teams, so you understand how milestone-based payment systems work during development, and later, royalties after the game’s release. It’s a fascinating reality check that demystifies the world of video game development while also showing the enormous effort behind a game that successfully sells.
All of the above is already immensely valuable, but the book is also enriched with testimonials from many game designers. You’ll find that more than one has created games you’ve enjoyed. In these testimonials, each designer shares how they entered the world of game design and development, what attracts them to it, and what creative process they follow when shaping a game. Reading them humanizes the role of the designer, puts faces to the people behind the games you’ve loved, and lets you learn about the life paths they followed to reach the point of creating the games that made them famous. Many of those paths were not easy. More than one even advises against entering the industry unless you have a clear vocation or passion, as it’s neither an easy profession nor one that will make you rich. But all of them confirm that if you truly want to make games and are willing to put in the effort and sacrifices, it’s a profession that can be deeply fulfilling.
Therefore, if you not only love games but also how they’re made, this is your book. It’s a refreshing reality check that demystifies, humanizes, and highlights the creative effort behind what you enjoy on your PC or console. A truly recommended book.
