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

By: Material type: TextTextDescription: xxxi, 908 pages : color illustrations ; 23 cmISBN:
  • 9780321933164
  • 0321933168 (paperback)
Other title:
  • Game design, prototyping, and development
Subject(s): DDC classification:
  • 794.81526 23
  • 006.66 23 Gi In
LOC classification:
  • QA76.76.C672 G53 2015
Contents:
Machine generated contents note: 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 --
Machine generated contents note: 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 --
Contents note continued: 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 --
Contents note continued: 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 --
Contents note continued: 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.
Summary: 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. COVERAGE INCLUDES 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
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Holdings
Item type Current library Collection Call number Status Notes Date due Barcode
Books Books Bahrain ITC.G-WBD Computer Studies 006.66 Gi In (Browse shelf(Opens below)) Available Dr. Sumit Gupta 3000000034

Includes bibliographical references and index.

Machine generated contents note: 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 --

Machine generated contents note: 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 --

Contents note continued: 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 --

Contents note continued: 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 --

Contents note continued: 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.

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.



COVERAGE INCLUDES

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

The online book link:

https://www.amazon.com/Introduction-Game-Design-Prototyping-Development/dp/0321933168/ref=sr_1_1?dchild=1&keywords=9780321933164&qid=1612786276&sr=8-1

Dr. Sumit Gupta

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