Design of Gaming Applications: A Practical Guide in Jordan & GCC walks through the real steps behind building a playable game—from idea and gameplay mechanics to UX/UI, development, testing, publishing, and post-launch updates.
What you’ll learn in this guide
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How to turn a game idea into a clear plan
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What to define in mechanics, rules, and progression
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UI/UX essentials for mobile and cross-platform games
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Common tech stack choices (engine, backend, analytics)
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Testing checklist and performance targets
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Launch and live-ops basics
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Common mistakes + FAQ
Step 1: Define the game concept (before any design)
A strong concept is not just “a cool idea.” It’s a clear answer to:
Concept checklist
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What is the core loop? (Play → reward → upgrade → repeat)
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What makes it different? (theme, mechanic, twist, audience)
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What platform first? (mobile, PC, web, console)
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Single-player or multiplayer?
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Online requirements? (accounts, cloud save, leaderboards)
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Monetization plan (optional early decision): free, paid, ads, IAP
Market and audience check
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Who is the player? (age, play style, session length)
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What games do they already play?
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What’s the realistic session time? (2–5 min casual vs 20+ min core)
Step 2: Plan the game design (rules, levels, progression)
Game mechanics (the “how it plays”)
Mechanics checklist
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Rules and win/lose conditions
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Controls and input style (tap, swipe, joystick, tilt)
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Level structure (linear, stages, endless, open)
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Difficulty curve (how it gets harder and when)
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Reward system (coins, XP, items, unlocks)
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Economy balance (avoid “too grindy” or “too easy”)
Game progression (the “why people keep playing”)
Progression checklist
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Onboarding/tutorial (first 30–90 seconds)
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Milestones (levels, ranks, achievements)
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Daily/weekly challenges (optional)
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Leaderboards (optional)
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Retention hooks (careful: avoid annoying notifications)
Step 3: UX/UI for games (not just “nice screens”)
Game UX is about speed and clarity under pressure.
UI/UX checklist
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Clear navigation (Play, Settings, Store, Profile)
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Simple HUD (score, health, time, objectives)
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Feedback signals: hit, success, fail, reward
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Error and loading states that don’t break immersion
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Accessibility basics (readable text, contrast, sound options)
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Mobile-first layout if targeting Jordan & GCC phone usage patterns
Common UI mistake
Overloading the screen with icons and popups early. First sessions should be clean and guided.
Step 4: Art, animation, and audio (production quality)
Visuals and sound reinforce the feel of the game, but they must match scope.
Art checklist
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Style choice: 2D or 3D (pick based on budget and timeline)
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Consistent theme (characters, environment, UI style)
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Performance-friendly assets (mobile devices vary a lot)
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Animation priorities (movement, actions, rewards, transitions)
Audio checklist
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Sound effects for actions and feedback
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Background music (volume controls)
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Optional voice (only if it adds real value)
Step 5: Choose the right tech stack (engine + backend)
Game engine options (typical)
Engine selection checklist
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2D/3D complexity
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Target platforms (Android/iOS first? PC later?)
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Team skill set
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Performance requirements
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Asset pipeline and tooling
Common approaches:
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Unity (widely used, strong cross-platform)
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Unreal (high-end visuals, heavier scope)
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Lightweight engines for 2D/casual (depends on game type)
Backend (only if you need online features)
You may need a backend for:
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accounts/login
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cloud saves
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leaderboards
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multiplayer
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purchases validation
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analytics events
Backend checklist:
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APIs + authentication
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database design (players, sessions, inventory)
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anti-cheat signals (basic)
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event logging and monitoring
Step 6: Build an MVP (first playable version)
A game MVP is the smallest version that proves the core loop is fun.
MVP checklist
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One core loop fully playable
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1–3 levels (or one endless mode)
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Basic UI + settings
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Basic performance target met on mid-range phones
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Basic analytics events (start, finish, fail, level complete)
Step 7: Testing and performance (critical for games)
Functional testing
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Controls and input reliability
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Progression and rewards correctness
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Save/load behavior
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Edge cases (pause, background, reconnect)
Performance testing (mobile reality)
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Smooth frame rate (stable gameplay matters more than visuals)
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Fast load time (players quit fast if loading is long)
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Memory management (avoid crashes)
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Battery usage and overheating checks
Device compatibility testing
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Multiple Android devices (different chipsets/screen sizes)
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At least 2 iPhone models
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Different network conditions (Wi-Fi, 4G/5G, weak signal)
Step 8: Launch and post-launch (Live Ops basics)
A game is not “done” at release.
Launch checklist
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Store assets (screenshots, icons, age rating, description)
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Privacy disclosures and permissions alignment
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Crash monitoring and analytics dashboards
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Soft launch (optional) to test retention and stability
Live Ops checklist (post-launch)
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Bug fixes and balance updates
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New content cycles (levels, skins, events)
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A/B tests (optional) for onboarding and economy
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Community feedback loop (reviews → patches)
Common mistakes (and how to avoid them)
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Building too big before proving fun → ship MVP first
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Ignoring onboarding → tutorial and first-session clarity are everything
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Heavy 3D assets on mobile → optimize early
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No analytics → you can’t improve what you don’t measure
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Weak testing on devices → “works on my phone” is not enough
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No update plan → games need iteration after release
FAQ
Is game design the same as game development?
Design defines the rules, mechanics, and experience. Development implements it (engine, code, assets, backend).
Should I build 2D or 3D first?
Choose based on budget, timeline, and target devices. Many mobile-first projects start 2D or lightweight 3D for stability.
Do I need multiplayer from day one?
Not always. Multiplayer increases complexity (servers, anti-cheat, matchmaking). Many teams validate single-player first.
What matters more: graphics or gameplay?
Gameplay loop and clarity usually matter more for retention—especially in mobile markets.
Related internal link
Mobile App Development in Jordan & GCC