9780134659862

Introduction to Game Design, Prototyping, and Development From Concept to Playable Game with Unity and C#

by
  • ISBN13:

    9780134659862

  • ISBN10:

    0134659864

  • Edition: 2nd
  • Format: Paperback
  • Copyright: 4/26/2017
  • Publisher: Addison-Wesley Professional
  • Purchase Benefits
  • Free Shipping On Orders Over $59!
    Your order must be $59 or more to qualify for free economy shipping. Bulk sales, PO's, Marketplace items, eBooks and apparel do not qualify for this offer.
  • Get Rewarded for Ordering Your Textbooks! Enroll Now
List Price: $79.99 Save up to $12.00
  • Buy New
    $67.99
    Add to Cart Free Shipping

    NOT YET PRINTED. PLACE AN ORDER AND WE WILL SHIP IT AS SOON AS IT ARRIVES.

Supplemental Materials

What is included with this book?

  • The New copy of this book will include any supplemental materials advertised. Please check the title of the book to determine if it should include any access cards, study guides, lab manuals, CDs, etc.

Summary

Award-winning game designer and professor Jeremy Gibson Bond has spent the last decade teaching game design and working as an independent game developer. Over the years, his most successful students have always been those who effectively combined game design theory, concrete rapid-prototyping practices, and programming skills.

 

Introduction to Game Design, Prototyping, and Development is the first time that all three of these disciplines have been brought together into a single book. It is a distillation of everything that Gibson has learned teaching hundreds of game designers and developers in his years at the #1 university games program in North America. It fully integrates the disciplines of game design and computer programming and helps you master the crucial practice of iterative prototyping using Unity. As the top game engine for cross-platform game development, Unity allows you to write a game once and deliver it to everything from Windows, OS X, and Linux applications to webpages and all of the most popular mobile platforms.

 

If you want to develop games, you need strong experience with modern best practices and professional tools. There’s no substitute. There’s no shortcut. But you can get what you need in this book.

Author Biography

Jeremy Gibson Bond is a Professor in the Media and Information department at Michigan State University, which is currently the #8 Game Design program in the world. From 2009 to 2013, he was an Assistant Professor teaching game design and protyping for the Interactive Media and Games Division of the University of Southern Californias School of Cinematic Arts, which was the number one game design school in North America throughout his tenure there. Jeremy serves the IndieCade independent game festival as the Chair for Education and Advancement, where he is responsible for the IndieXchange and GameU conference tracks, and he has spoken at the Game Developers Conference every year since 2009.

Jeremy earned a Master of Entertainment Technology degree from Carnegie Mellon Universitys Entertainment Technology Center in 2007 and a Bachelor of Science degree in Radio, Television, and Film from the University of Texas at Austin in 1999. Jeremy has worked as a programmer and prototyper for companies such as Human Code and frog design, has taught classes for Great Northern Way Campus (in Vancouver, BC), Texas State University, the Art Institute of Pittsburgh, Austin Community College, and the University of Texas at Austin, and has worked for Walt Disney Imagineering, Maxis, and Electronic Arts/Pogo.com, among others. While in graduate school, his team created the game Skyrates, which won the Silver Gleemax Award at the 2008 Independent Games Festival. Jeremy also apparently has the distinction of being the first person to ever teach game design in Costa Rica.

Table of Contents

P1 Game Design and Paper Prototyping
0 Introduction
1 Thinking Like a Designer
2 Game Analysis Lexicons
3 The Layered Tetrad
4 Acting Like a Designer
5 Design Goals
6 The Inscribed Layer
7 The Dynamic Layer
8 The Cultural Layer
9 Paper Prototyping and Iteration
10 Playtesting and Usability Testing
11 Math & Game Balance
12 Puzzle Design
13 Guiding the Player
14 The Digital Game Industry
15 The Agile Development Prototyping Mentality
P2 Digital Prototyping
16 Thinking in Digital Systems
17 Introducing our Development Environment: Unity
18 Introducing our Language: C#
19 Your First Program: Hello World
20 Debugging
21 Variables and Components
22 Boolean Operations and Conditionals
23 Loops
24 Lists and Arrays
25 Functions and Parameters
26 Classes
27 Object-Oriented Thinking
P3 Game Prototype Examples and Tutorials
28 Prototype 1: Apple Picker
29 Prototype 2: Mission Demolition
30 Prototype 3: Space SHMUP
31 Prototype 4: Prospector Solitaire
32 Prototype 5: Bartok
33 Prototype 6: Word Game
34 Prototype 7: QuickSnap
35 Prototype 8: Omega Mage
P4 Appendices
36 Standard Project Setup Procedure
37 Useful Concepts Reference
38 Online References

Rewards Program

Write a Review