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Introduction to game design, prototyping, and development : [electronic resource] from concept to playable game with Unity and C# / Jeremy Gibson Bond.

By: Material type: TextTextSeries: Addison-Wesley game design and development seriesPublisher: Upper Saddle River, NJ : Addison-Wesley, [2018]Copyright date: ©2018Edition: 2nd editionContent type:
  • text
Media type:
  • unmediated
Carrier type:
  • volume
ISBN:
  • 0134659864
  • 978-0-13-465986-2
Other title:
  • Game design, prototyping, and development
Subject(s): DDC classification:
  • 794.8/1526 23
LOC classification:
  • QA76.76.C672 G53 2018
Online resources:
Contents:
Part I. Game Design and Paper Prototyping : 1. Thinking Like a Designer ; 2. Game Analysis Frameworks ; 3. The Layered Tetrad ; 4. The Inscribed Layer ; 5. The Dynamic Layer ; 6. The Cultural Layer ; 7. Acting Like a Designer ; 8. Design Goals ; 9. Paper Prototyping ; 10. Game Testing ; 11. Math and Game Balance ; 12. Puzzle Design ; 13. Guiding the Player ; 14. The Digital Game Industry -- Part II. Digital Prototyping : 15. Thinking in Digital Systems ; 16. Introducing Our Development Environment: Unity ; 17. Introducing Our Language: C♯ ; 18. Hello World: Your First Program ; 19. Variables and Components ; 20. Boolean Operations and Conditionals ; 21. Loops ; 22. Lists and Arrays ; 23. Functions and Parameters ; 24. Debugging ; 25. Classes ; 26. Object-Oriented Thinking ; 27. The Agile Mentality -- Part III. Game Prototype Examples and Tutorials : 28. Prototype 1: Apple Picker ; 29. Prototype 2: Mission Demolition ; 30. Prototype 3: Space SHMUP ; 31. Prototype 4: Prospector Solitaire ; 32. Prototype 5: Bartok ; 33. Prototype 6: Word Game ; 34. Prototype 7: QuickSnap ; 35. Prototype 8: Omega Mage -- Part IV. Appendices: A. Standard Project Setup Procedure ; B. Useful Concepts Reference ; C. Online References.
Summary: "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, students are encouraged to experiment on their own, and to discover that most problems have multiple solutions"--Provided by publisher.
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Item type Current library Call number Status Date due Barcode
E-Resources Main Library E-Resources 794.8/1526 B711 (Browse shelf(Opens below)) Available E003554

Includes bibliographical references and index.

Part I. Game Design and Paper Prototyping : 1. Thinking Like a Designer ; 2. Game Analysis Frameworks ; 3. The Layered Tetrad ; 4. The Inscribed Layer ; 5. The Dynamic Layer ; 6. The Cultural Layer ; 7. Acting Like a Designer ; 8. Design Goals ; 9. Paper Prototyping ; 10. Game Testing ; 11. Math and Game Balance ; 12. Puzzle Design ; 13. Guiding the Player ; 14. The Digital Game Industry -- Part II. Digital Prototyping : 15. Thinking in Digital Systems ; 16. Introducing Our Development Environment: Unity ; 17. Introducing Our Language: C♯ ; 18. Hello World: Your First Program ; 19. Variables and Components ; 20. Boolean Operations and Conditionals ; 21. Loops ; 22. Lists and Arrays ; 23. Functions and Parameters ; 24. Debugging ; 25. Classes ; 26. Object-Oriented Thinking ; 27. The Agile Mentality -- Part III. Game Prototype Examples and Tutorials : 28. Prototype 1: Apple Picker ; 29. Prototype 2: Mission Demolition ; 30. Prototype 3: Space SHMUP ; 31. Prototype 4: Prospector Solitaire ; 32. Prototype 5: Bartok ; 33. Prototype 6: Word Game ; 34. Prototype 7: QuickSnap ; 35. Prototype 8: Omega Mage -- Part IV. Appendices: A. Standard Project Setup Procedure ; B. Useful Concepts Reference ; C. Online References.

"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, students are encouraged to experiment on their own, and to discover that most problems have multiple solutions"--Provided by publisher.

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