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9780136619949

Introduction to Game Design, Prototyping, and Development

by
  • ISBN13:

    9780136619949

  • ISBN10:

    0136619940

  • Edition: 3rd
  • Format: Paperback
  • Copyright: 2022-09-04
  • Publisher: Addison-Wesley Professional

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Supplemental Materials

What is included with this book?

Summary

Learn All the Design & Development Skills You Need to Make Great Games with Unity, the World's Most Popular Professional Game Engine

If you want to design and develop games, there is no substitute for strong, hands-on experience with modern techniques and tools. That is exactly what this book provides. Leading instructor and indie game developer Jeremy Gibson Bond covers all three disciplines that you need to succeed: game design theory, rapid iterative prototyping, and practical programming.

Building on two previous best-sellers, this Third Edition contains hundreds of improvements across more than 400 new pages, all designed to make it even easier to understand and more useful in modern game development.

The five game tutorials have been thoroughly revised and expanded to cover even more best practices for prototyping and development, and all examples now use Unity 2020.3 LTS (Long Term Support), a stable and feature-rich standard for years to come. The new content includes greatly enhanced tutorials, a chapter on Unity’s high-performance Data-Oriented Tech Stack (DOTS), new Coding Challenges to help you transition to making your own games from scratch, and tips on next steps after you have finished the book. The revamped website includes playable versions of all example games, plus an exciting new tool that provides immediate feedback on potential errors in your own code.

Part I: Game Design and Paper Prototyping

  • Use the Layered Tetrad to understand and design powerful interactive experiences.
  • Explore the core game design practices of paper prototyping, testing, and iteration.
  • Learn effective strategies for staying on track and on schedule.
  • Get tips for finding a rewarding job in today’s industry.

Part II: Programming C# in Unity

  • Learn C# from the basics through class inheritance, object-oriented programming, and data-oriented design.

Part III: Game Prototype Tutorials

  • Implement games across five genres: arcade, casual physics, space shooter, solitaire card game, and top-down adventure game. Each game is designed to be easily extensible into your own projects.Take three games from prototype to “first playable” through new extended tutorial chapters that refi ne the games further than in previous editions of the book.

NEW! Part IV: Next Steps

  • Tackle the new, growing library of Coding Challenges, a proven method for transitioning from tutorials to creating your own projects from scratch.Get ideas and resources for new projects to tackle on your own.

Author Biography

Jeremy Gibson Bond is an award-winning professor and game designer who has spent nearly two decades teaching game design and working as an independent game developer. He regularly speaks at industry festivals and conferences like IndieCade and Meaningful Play. He has also spoken recently at Penguicon and has been invited to speak at top game development universities like the University of Utah Entertainment Arts and Engineering program. 

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
28 Data-Oriented Technology Stack
P3 Object-Oriented Game Prototype Examples and Tutorials
29 Prototype 1: Apple Picker
Prototype 2: Mission Demolition
30 Prototype 3: Space SHMUP
Prototype 3.5: Space SHMUP
Prototype 4: Prospector Solitaire
Prototype 5: Bartok
31 Prototype 6: Word Game
32 Prototype 7: Dungeon Delver
P4 Data-Oriented Tech Stack (DOTS) Prototype Examples and Tutorials
33 DOTS Prototype 1: Adding DOTS to Space SHMUP
34 DOTS Prototype 2: Pong 10k
35 DOTS Tutorial 3
36 DOTS Tutorial 4
P4 Appendices
A Standard Project Setup Procedure
B Useful Concepts Reference
C Online References
Index

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.

The Used, Rental and eBook copies of this book are not guaranteed to include any supplemental materials. Typically, only the book itself is included. This is true even if the title states it includes any access cards, study guides, lab manuals, CDs, etc.

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