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Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game with Unity and C# (Game Design/Usability)

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Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game with Unity and C# (Game Design/Usability) Cover

 

Synopses & Reviews

Publisher Comments:

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.

 

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

Synopsis:

Game development and design are among today's fastest-growing technical fields, now supported by programs in hundreds of colleges and universities. Today's #1 game development platform and engine is Unity, and C# is the most powerful language available for writing Unity applications. Now, one 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, you're encouraged to experiment on your own, and to discover that most problems have multiple solutions.

Gibson first introduces general game design concepts, including game mechanics, design approaches, methodologies for analyzing games, and the math and probabilistic foundations of many games. Next, he explores basic programming concepts that are nearly identical across most modern languages (e.g., variables, functions, classes, arrays, loops, and conditionals.

Then, in the heart of the book, Gibson presents eight hands-on game prototyping tutorials, each delving into specific prototyping and programming skills. These modular tutorials cover games ranging from block puzzles to first-person shooters, 2D platformer to physics puzzles. Each tutorial chapter ends with optional exercises that encourage you to enhance the games you've already constructed, and learn more skills for launching your own original projects.

To support new developers, Gibson also presents a simple C# reference that makes this language far easier to learn and use — whether you're writing games or anything else.

About the Author

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

Product Details

ISBN:
9780321933164
Author:
Gibson, Jeremy, Phd
Publisher:
Addison-Wesley Professional
Author:
Gibson, Jeremy
Author:
Gibson, Jeremy, PhD
Subject:
Computer Graphics - Game Programming
Subject:
Unity game design; Unity prototyping; Unity development; C# game design; C# prototyping; C# development; Unity code examples; Unity code samples; Learn Unity; Unity playtesting; Unity resource management; agile game development
Subject:
Software Engineering-Game Design
Copyright:
Edition Description:
Trade paper
Series:
Game Design/Usability
Publication Date:
20140426
Binding:
TRADE PAPER
Language:
English
Pages:
944
Dimensions:
9 x 7 x 1.8 in 1451 gr

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Related Subjects

Computers and Internet » Graphics » General
Computers and Internet » Software Engineering » Game Design
Science and Mathematics » Mathematics » Probability and Statistics » General
Science and Mathematics » Mathematics » Probability and Statistics » Statistics

Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game with Unity and C# (Game Design/Usability) New Trade Paper
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$65.50 In Stock
Product details 944 pages Addison-Wesley Professional - English 9780321933164 Reviews:
"Synopsis" by , Game development and design are among today's fastest-growing technical fields, now supported by programs in hundreds of colleges and universities. Today's #1 game development platform and engine is Unity, and C# is the most powerful language available for writing Unity applications. Now, one 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, you're encouraged to experiment on your own, and to discover that most problems have multiple solutions.

Gibson first introduces general game design concepts, including game mechanics, design approaches, methodologies for analyzing games, and the math and probabilistic foundations of many games. Next, he explores basic programming concepts that are nearly identical across most modern languages (e.g., variables, functions, classes, arrays, loops, and conditionals.

Then, in the heart of the book, Gibson presents eight hands-on game prototyping tutorials, each delving into specific prototyping and programming skills. These modular tutorials cover games ranging from block puzzles to first-person shooters, 2D platformer to physics puzzles. Each tutorial chapter ends with optional exercises that encourage you to enhance the games you've already constructed, and learn more skills for launching your own original projects.

To support new developers, Gibson also presents a simple C# reference that makes this language far easier to learn and use — whether you're writing games or anything else.

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