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

By: Gibson, Jeremy [author.].
Material type: materialTypeLabelBookCopyright date: Upper Saddle River, N.J. : Addison-Wesley, ©2015Description: xxxi, 908 pages : color illustrations.Content type: text Media type: unmediated Carrier type: volumeISBN: 9780321933164 .Call No.: QA76.76.C672 G427 2015 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 -- Development
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.
Bibliography, etc. Note: Includes bibliographical references and index.
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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.

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