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Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game with Unity and C# (Game Design/Usability)by Jeremy, Phd Gibson
Synopses & Reviews
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.
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
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