Introduction to game design, prototyping, and development

from concept to playable game--with Unity and C#

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December 19, 2023 | History

Introduction to game design, prototyping, and development

from concept to playable game--with Unity and C#

  • 4 Want to read
  • 0 Currently reading
  • 0 Have read

This hands-on guide covers both game development and design, and both Unity and C#. Written by an instructor who helped pioneer America's #1 university game development program at USC, 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.

Publish Date
Publisher
Addison-Wesley
Language
English
Pages
908

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Previews available in: English

Book Details


Table of Contents

1.Thinking Like a Designer
You Are a Game Designer
Bartok: A Game Exercise
The Definition of Game
Summary
2.Game Analysis Frameworks
Common Frameworks for Ludology
MDA: Mechanics; Dynamics, and Aesthetics
Formal, Dramatic, and Dynamic Elements
The Elemental Tetrad
Summary
3.The Layered Tetrad
The Inscribed Layer
The Dynamic Layer
The Cultural Layer
The Responsibility of the Designer
Summary
4.The Inscribed Layer
Inscribed Mechanics
Inscribed Aesthetics
Inscribed Narrative
Inscribed Technology
Summary
5.The Dynamic Layer
The Role of the Player
Emergence
Dynamic Mechanics
Dynamic Aesthetics
Dynamic Narrative
Dynamic Technology
Summary
6.The Cultural Layer
Beyond Play
Cultural Mechanics
Cultural Aesthetics
Cultural Narrative
Cultural Technology
Authorized Transmedia Are Not in the Cultural Layer
The Cultural Impact of a Game
Summary
Contents note continued: 7.Acting Like a Designer
Iterative Design
Innovation
Brainstorming and Ideation
Changing Your Mind
Scoping!
Summary
8.Design Goals
Design Goals: An Incomplete List
Designer-Centric Goals
Player-Centric Goals
Summary
9.Paper Prototyping
The Benefits of Paper Prototypes
Paper Prototyping Tools
An Example of a Paper Prototype
Best Uses for Paper Prototyping
Poor Uses for Paper Prototyping
Summary
10.Game Testing
Why Playtest?
Being a Great Playtester Yourself
The Circles of Playtesters
Methods of Playtesting
Other Important Types of Testing
Summary
11.Math and Game Balance
The Meaning of Game Balance
Installing Apache OpenOffice Calc
Examining Dice Probability with Calc
The Math of Probability
Randomizer Technologies in Paper Games
Weighted Distributions
Permutations
Positive and Negative Feedback
Using Calc to Balance Weapons
Summary
Contents note continued: 12.Puzzle Design
Puzzles Are Almost Everywhere
Scott Kim on Puzzle Design
Puzzle Examples in Action Games
Summary
13.Guiding the Player
Direct Guidance
Indirect Guidance
Teaching New Skills and Concepts
Summary
14.The Digital Game Industry
About the Game Industry
Game Education
Getting into the Industry
Don't Wait to Start Making Games!
Summary
15.Thinking in Digital Systems
Systems Thinking in Board Games
An Exercise in Simple Instructions
Game Analysis: Apple Picker
Summary
16.Introducing Our Development Environment: Unity
Downloading Unity
Introducing Our Development Environment
Running Unity for the First Time
Setting Up the Unity Window Layout
Learning Your Way Around Unity
Summary
17.Introducing Our Language: C#
Understanding the Features of C#
Reading and Understanding C# Syntax
Summary
18.Hello World: Your First Program
Creating a New Project
Contents note continued: Making a New C# Script
Making Things More Interesting
Summary
19.Variables and Components
Introducing Variables
Strongly Typed Variables in C#
Important C# Variable Types
The Scope of Variables
Naming Conventions
Important Unity Variable Types
Unity GameObjects and Components
Summary
20.Boolean Operations and Conditionals
Booleans
Comparison Operators
Conditional Statements
Summary
21.Loops
Types of Loops
Set Up a Project
while Loops
do...while Loops
for Loops
for each Loops
Jump Statements within Loops
Summary
22.Lists and Arrays
C# Collections
List
Array
Multidimensional Arrays
Jagged Arrays
Whether to Use Array or List
Summary
Summary Exercise
Moving Forward
23.Functions and Parameters
Set Up the Function Examples Project
Definition of a Function
Function Parameters and Arguments
Returning Values
Proper Function Names
When Should You Use Functions?
Function Overloading
Optional Parameters
The params Keyword
Recursive Functions
Summary
24.Debugging
Getting Started with Debugging
Stepping Through Code with the Debugger
Summary
25.Classes
Understanding Classes
Class Inheritance
Summary
26.Object-Oriented Thinking
The Object-Oriented Metaphor
An Object-Oriented Boids Implementation
Summary
27.The Agile Mentality
The Manifesto for Agile Software Development
Scrum Methodology
Creating Your Own Burndown Charts
Summary
28.Prototype 1: Apple Picker
The Purpose of a Digital Prototype
Preparing
Coding the Apple Picker Prototype
GUI and Game Management
Summary
Next Steps
29.Prototype 2: Mission Demolition
Getting Started: Prototype 2
Game Prototype Concept
Art Assets
Coding the Prototype
Summary
Next Steps
30.Prototype 3: Space SHMUP
Getting Started: Prototype 3
Setting the Scene
Making the Hero Ship
Adding Some Enemies
Spawning Enemies at Random
Setting Tags, Layers, and Physics
Making the Enemies Damage the Player
Restarting the Game
Shooting (Finally)
Adding Power-Ups
Resolving Race Conditions in Code
Making Enemies Drop Power-Ups
Programming Other Enemies
Adding Particle Effects and Background
Summary
Next Steps
31.Prototype 4: Prospector Solitaire
Getting Started: Prototype 4
Build Settings
Importing Images as Sprites
Constructing Cards from Sprites
The Prospector Game
Implementing Prospector in Code
Adding Scoring to Prospector
Summary
Next Steps
32.Prototype 5: Bartok
Getting Started: Prototype 5
Build Settings
Coding Bartok
Summary
Next Steps
33.Prototype 6: Word Game
Getting Started: Word Game Prototype
About the Word Game
Parsing the Word List
Setting Up the Game
Laying Out the Screen
Adding Interactivity
Adding Scoring
Adding Animation
Adding Color
Summary
Next Steps
34.Prototype 7: QuickSnap
Getting Started: QuickSnap Prototype
Building the Scene
Coding the Game
Summary
Next Steps
35.Prototype 8: Omega Mage
Getting Started: Omega Mage Prototype
Building the Scene
The Mage Character
Mouse Interaction
Movement
The Inventory and Selecting Elements
Casting the Fire Ground Spell
Changing Rooms
Spawning Enemies
Abstracting the Enemy Interface
Making an EnemyFactory
Summary
Next Steps
Thanks!
A.Standard Project Setup Procedure
B.Useful Concepts
C# and Unity Coding Concepts
Math Concepts
Interpolation
Roleplaying Games
User Interface Concepts
C.Online Reference
Tutorials
Unity Resources
Programming
Searching Tips
Finding Assets
Educational Software Discounts.

Edition Notes

Includes bibliographical references and index.

Other Titles
Game design, prototyping, and development.

Classifications

Dewey Decimal Class
794.81526
Library of Congress
QA76.76.C672 G53 2015, T385

The Physical Object

Pagination
xxxi, 908 pages
Number of pages
908

ID Numbers

Open Library
OL27165353M
ISBN 10
0321933168
ISBN 13
9780321933164
LCCN
2014936195
OCLC/WorldCat
888354020, 889726495, 884966479

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December 19, 2023 Edited by ImportBot import existing book
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