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[Total: 2 Average: 4.5]
Introduction to Game Design, Prototyping, and Development

Publisher: Addison-Wesley
Author: Jeremy Gibson Bond
ISBN-10: 013465986-4
ISBN-13: 978-013465986-2
Pages: 1024
Language: English
Year:2017
File: ebook PDF

From Concept to Playable Game with Unity and C# (2nd Edition) 2nd Edition

ENRUTable of contentsFilesAdditionally

Book Description:

If you want to design and develop games, this new second edition, which includes hundreds of improvements, will be more understandable and even more useful. This book was written with Unity 2017; The site book.prototools.net tells about changes in later versions of the software.

Changes in the second edition
Each chapter has numerous variations, some subtle and some major. In general, more than 1000 hours were spent on improving and updating the book, and the new version is much better (it is also 80 pages longer). Here are some key changes:

All code and tutorials have been updated, numbered steps and color syntax have been added. Everything is updated to Unity 2017. The last two lessons from the 1st edition have been replaced by one, which is much better. Several things that readers indicated as confusing have been simplified and clarified.

  • Part I: Game Design and Paper Prototyping
    Layered Tetrad Framework: a synthesis of 50 years of game design theory.
    Proven brainstorming techniques and game project improvements through an iterative design process.
    Methods and tools for managing game projects and small teams
    Processes that facilitate testing and feedback
  • Part II: Digital prototyping with Unity and C #
    chapters to help you learn C # the right way
    Instructions that lead you away from previous programming knowledge through object-oriented programming.
    In-depth study of Unity, the most popular game engine for MacOS and Windows today.
    Methods for understanding and debugging problems with code you encounter
  • Part III: examples of game prototypes and tutorials
    In-depth tutorials for seven different game prototypes, including a simple action game, space shooter, card game of solitaire, word game and adventure from top to bottom.
    Instructions for compiling these games for PC, Internet or any of dozens of other platforms supported by Unity.
    Improved structure and layout to facilitate the steps of each lesson.
    A completely new prototype of Dungeon Delver, which is not in the first edition

Author:

Jeremy Gibson Bond is a professor of practice teaching games design and development at the Department of Media and Information at Michigan State University (http://gamedev.msu.edu), who has been among the top ten game design programs in the past few years. Since 2013, it has served the independent gaming festival and the IndieCade conference. In 2013, Jeremy founded ExNinja Interactive, a game development company.

Introduction to Game Design, Prototyping, and Development

Описание книги:

Это второе издание, которое включает в себя сотни улучшений. Эта книга была написана с Unity 2017. Сайт book.prototools.net рассказывает об изменениях в более поздних версиях программного обеспечения.

Изменения во втором издании

Каждая глава имеет многочисленные изменения, некоторые тонкие, а некоторые основные. В целом, потрачено более 1000 часов на улучшение и обновление книги, и новая версия намного лучше (она также на 80 страниц длиннее). Вот некоторые ключевые изменения:

Весь код и учебники были обновлены, добавлены пронумерованные шаги и цветной синтаксис. Все обновлено до Unity 2017. Последние два урока из 1-го издания были заменены на один, который гораздо лучше. Несколько вещей, которые читатели указали как запутывающие, были упрощены и разъяснены.

Часть I: Дизайн игры и Бумажное прототипирование
Layered Tetrad Framework: синтез 50-летней теории игрового дизайна.
Проверенные методы мозгового штурма и улучшения игровых проектов с помощью итеративного процесса проектирования.
Методы и инструменты для управления игровыми проектами и небольшими командами
Процессы, облегчающие тестирование и обратную связь

Часть II: Цифровое прототипирование с Unity и C #
Содержит главы, которые помогут вам использовать C #
Инструкции, которые уводят вас от предыдущих знаний в области программирования через объектно-ориентированное программирование.
Углубленное изучение Unity, самого популярного игрового движка для MacOS и Windows на сегодняшний день.
Методы для понимания и отладки проблем с кодом, с которым вы сталкиваетесь

Часть III: примеры игровых прототипов и учебные пособия
Углубленные учебные пособия для семи различных игровых прототипов, включая простую игру в жанре экшн, космический шутер, карточную игру в пасьянс, игру в слова и др.
Инструкции по компиляции этих игр для ПК, Интернета или любой из десятков других платформ, поддерживаемых Unity.
Улучшенная структура и макет для облегчения этапов каждого урока.
Совершенно новый прототип Dungeon Delver, которого нет в первом издании

Introduction to Game Design, Prototyping, and Development

  • PART I: Game design and paper prototyping
    Chapter 1 Thinking Like a Designer
    Chapter 2 Game Analysis Frameworks
    Chapter 3 The Layered Tetrad
    Chapter 4 The Inscribed Layer
    Chapter 5 The Dynamic Layer
    Chapter 6 The Cultural Layer
    Chapter 7 Acting Like a Designer
    Chapter 8 Design Goals
    Chapter 9 Paper Prototyping
    Chapter 10 Game Testing
    Chapter 11 Math and Game Balance
    Chapter 12 Guiding the Player
    Chapter 13 Puzzle Design
    Chapter 14 The Agile Mentality
    Chapter 15 The Digital Game Industry
  • PART II: Digital prototyping
    Chapter 16 Thinking in Digital Systems
    Chapter 17 Introducing the Unity Development Environment
    Chapter 18 Introducing Our Language: C#
    Chapter 19 Hello World: Your First Program
    Chapter 20 Variables and Components
    Chapter 21 Boolean Operations and Conditionals
    Chapter 22 Loops
    Chapter 23 Collections in C#
    Chapter 24 Functions and Parameters
    Chapter 25 Debugging
    Chapter 27 Object-Oriented Thinking
  • PART III: Game prototype examples and tutorials
    Chapter 28 Prototype 1: Apple Picker
    Chapter 29 Prototype 2: Mission Demolition
    Chapter 30 Prototype 3: Space SHMUP
    Chapter 31 Prototype 3.5: Space SHMUP Plus
    Chapter 32 Prototype 4: Prospector Solitaire
    Chapter 33 Prototype 5: Bartok
    Chapter 34 Prototype 6: Word Game
    Chapter 35 Prototype 7: Dungeon Delver
  • PART IV: Appendices
    Appendix A Standard Project Setup Procedure
    Appendix B Useful Concepts
    Appendix C Online Reference
    Index
Introduction to Game Design, Prototyping, and Development
From external source link
Book files link
mirror link

Referring to wikipedia.org, you can view a list of well-known games using the Unity engine version.

List of Unity games

Unity is the ultimate game development platform.

The companion (book.prototools.net) site for this book includes all files referenced in chapters, lecturer notes, starter packs, game examples of some games. Updates and known errors.

  • Addison-Wesley is a publisher of textbooks and computer literature
    site
    wikipedia
Our Reader Score
[Total: 2 Average: 4.5]
Introduction to Game Design, Prototyping, and Development

The Fast Way to Code C# and Setup Animations in Unity

https://mydevbook.info/wp-content/uploads/2019/05/introduction-to-game-design-prototyping-and-development.jpghttps://mydevbook.info/wp-content/uploads/2019/05/introduction-to-game-design-prototyping-and-development-150x150.jpgXeldredUnity game developmentAddison-Wesley,Jeremy Gibson,UnityPublisher: Addison-Wesley Author: Jeremy Gibson Bond ISBN-10: 013465986-4 ISBN-13: 978-013465986-2 Pages: 1024 Language: English Year:2017 File: ebook PDF From Concept to Playable Game with Unity and C# (2nd Edition) 2nd Edition The Fast Way to Code C# and Setup Animations in UnityBooks for game developers
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