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

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  • Format: Paperback
  • Copyright: 2014-07-11
  • Publisher: Addison-Wesley Professional
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Learn Game Design, Prototyping, and Programming with Today’s Leading Tools: Unity™ and C#


Award-winning game designer and professor Jeremy Gibson 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.



  • In-depth tutorials for eight different game prototypes
  • Developing new game design concepts
  • Moving quickly from design concepts to working digital prototypes
  • Improving your designs through rapid iteration
  • Playtesting your games and interpreting the feedback that you receive
  • Tuning games to get the right “game balance” and “game feel”
  • Developing with Unity, today’s best engine for independent game development
  • Learning C# the right way
  • Using Agile and Scrum to efficiently organize your game design and development process
  • Debugging your game code
  • Getting into the highly competitive, fast-changing game industry

Author Biography

Jeremy Gibson is an independent game designer and educator who currently teaches game design for the Electrical Engineering and Computer Science department at the University of Michigan Ann Arbor. For four years, he was a professor teaching classes in game design and digital prototyping for the Interactive Media and Games Division of the University of Southern California School of Cinematic Arts, which was ranked the #1 game school in North America by Princeton Review all four years that he was a member of the faculty. While there, he taught core game design and development classes and helped lead undergraduate, graduate, and doctoral students toward not only learning to develop games but also toward finding their individual artistic voice as game designers.

Table of Contents

Section 1 - Game Design and Paper Prototyping

Chapter 1 - Thinking Like a Designer

Chapter 2 - Acting Like a Designer

Chapter 3 - Game Analysis Lexicons

Chapter 4 - Structural, Emergent, and Resonant Elements

Chapter 5 - Structural Elements

Chapter 6 - Emergent Elements

Chapter 7 - Resonant Elements

Chapter 8 - Paper Prototyping and Iteration

Chapter 9 - Playtesting and Usability Testing

Chapter 10 - Analyzing Player Feedback

Chapter 11 - Managing Resources

Chapter 12 - Puzzles

Chapter 13 - Level Design

Chapter 14 - Digital Game Platforms

Section 2 - Digital Prototyping

Chapter 15 - Thinking in Digital Systems

Chapter 16 - Introducing our Development Environment: Unity

Chapter 17 - Introducing our Language: C#

Chapter 18 - Your First Program: Hello World

Chapter 19 - Debugging

Chapter 20 - Variables and Variable Types

Chapter 21 - Boolean Operations and Conditionals

Chapter 22 - Loops

Chapter 23 - Arrays, Lists, and ArrayLists

Chapter 24 - Functions and Parameters

Chapter 25 - Classes

Chapter 26 - Object-Oriented Thinking

Chapter 27 - The Agile Development Prototyping Mentality

Section 3 - Game Prototype Examples and Tutorials

Chapter 28 - Apple Catcher

Chapter 29 - Mini-Golf

Chapter 30 - Space Shooter (a Shmup)

Chapter 31 - Jumper (a 2D Platformer)

Chapter 32 - Quick Snap (a First-Person Shooter)

Chapter 33 - Tri-Peaks Solitaire (a Card Game)

Chapter 34 - Kart Runner (a 3rd-Person Racing Game)

Chapter 35 - Match-Three Puzzle Game


Appendix A - C# Basic Reference

Appendix B - Online References


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