Normal view MARC view ISBD view

Introduction to game design, prototyping, and development : from concept to playable game with Unity and C# / Jeremy Gibson Bond.

By: Bond, Jeremy Gibson [author.].
Series: Addison-Wesley game design and development series: Publisher: Upper Saddle River, NJ : Addison-Wesley, [2018]Copyright date: ©2018Edition: Second edition.Description: xxxiv, 988 pages : color illustrations, 23 cm.Content type: text Media type: unmediated Carrier type: volumeISBN: 9780134659862; 0134659864.Other title: Game design, prototyping, and development.Subject(s): Unity (Electronic resource) | Computer games -- Programming | Computer games -- Design | Video games -- Design | Video games -- Programming | Three-dimensional display systems | C# (Computer program language) | Application software -- DevelopmentDDC classification: 794.8/1526
Contents:
Part I. Game Design and Paper Prototyping : 1. Thinking Like a Designer ; 2. Game Analysis Frameworks ; 3. The Layered Tetrad ; 4. The Inscribed Layer ; 5. The Dynamic Layer ; 6. The Cultural Layer ; 7. Acting Like a Designer ; 8. Design Goals ; 9. Paper Prototyping ; 10. Game Testing ; 11. Math and Game Balance ; 12. Puzzle Design ; 13. Guiding the Player ; 14. The Digital Game Industry -- Part II. Digital Prototyping : 15. Thinking in Digital Systems ; 16. Introducing Our Development Environment: Unity ; 17. Introducing Our Language: C♯ ; 18. Hello World: Your First Program ; 19. Variables and Components ; 20. Boolean Operations and Conditionals ; 21. Loops ; 22. Lists and Arrays ; 23. Functions and Parameters ; 24. Debugging ; 25. Classes ; 26. Object-Oriented Thinking ; 27. The Agile Mentality -- Part III. 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 -- Part IV. Appendices: A. Standard Project Setup Procedure ; B. Useful Concepts Reference ; C. Online References.
Summary: "This guide illuminates the basic tenets of game design and presents a detailed, project-based introduction to game prototyping and development, using both paper and the Unity game engine. Jeremy Gibson presents prototyping as a core game design skill (much as sketching is a core artist's skill), taking a straightforward, commonsense approach that has been refined over many years of teaching beginners. Throughout, students are encouraged to experiment on their own, and to discover that most problems have multiple solutions"--Provided by publisher.
No physical items for this record

Includes bibliographical references and index.

Part I. Game Design and Paper Prototyping : 1. Thinking Like a Designer ; 2. Game Analysis Frameworks ; 3. The Layered Tetrad ; 4. The Inscribed Layer ; 5. The Dynamic Layer ; 6. The Cultural Layer ; 7. Acting Like a Designer ; 8. Design Goals ; 9. Paper Prototyping ; 10. Game Testing ; 11. Math and Game Balance ; 12. Puzzle Design ; 13. Guiding the Player ; 14. The Digital Game Industry -- Part II. Digital Prototyping : 15. Thinking in Digital Systems ; 16. Introducing Our Development Environment: Unity ; 17. Introducing Our Language: C♯ ; 18. Hello World: Your First Program ; 19. Variables and Components ; 20. Boolean Operations and Conditionals ; 21. Loops ; 22. Lists and Arrays ; 23. Functions and Parameters ; 24. Debugging ; 25. Classes ; 26. Object-Oriented Thinking ; 27. The Agile Mentality -- Part III. 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 -- Part IV. Appendices: A. Standard Project Setup Procedure ; B. Useful Concepts Reference ; C. Online References.

"This guide illuminates the basic tenets of game design and presents a detailed, project-based introduction to game prototyping and development, using both paper and the Unity game engine. Jeremy Gibson presents prototyping as a core game design skill (much as sketching is a core artist's skill), taking a straightforward, commonsense approach that has been refined over many years of teaching beginners. Throughout, students are encouraged to experiment on their own, and to discover that most problems have multiple solutions"--Provided by publisher.