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The Game Maker’s Companion: Game Development: The Journey Continues by Jacob Hagbood, Kevin Crossley, Martin Rijks, Nana Nielsen

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Chapter 12. Rogues' Rendezvous: Vertically Sliced

We're aiming to produce one complete level for Shadows on Deck, or what is often called a "vertical slice" of gameplay. In a professional game development studio, it is quite common to create a small section of a game like this in order to prove the concept's worth to a publisher. Console games often cost many millions of dollars to develop, and these days it is usually only the big-name publishers who can afford to pick up this kind of bill. Nonetheless, they don't just hand over that kind of money based on a design document, however good it may be. Publishers are always looking for AAA titles,[4] but the truth is that it is actually impossible to design such a game on paper! The art of game design ...

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