Introduction to Game Design, Prototyping, and Development, 3rd edition

Published by Addison-Wesley Professional (August 25, 2022) © 2022

  • Jeremy Gibson Bond
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Details

  • A print copy
  • Free shipping

Features

  • Modular projects
  • Best practices

This product is expected to ship within 5-7 business days for Australian customers.

Make Great Games with Unity.

If you want to design and develop games, there is no substitute for strong, hands-on experience with modern techniques and tools. That is exactly what this book provides. Leading instructor and indie game developer Jeremy Gibson Bond covers all three disciplines that you need to succeed: game design theory, rapid iterative prototyping, and practical programming.

Building on two previous best-sellers, this Third Edition contains hundreds of improvements across more than 400 new pages, all designed to make it even easier to understand and more useful in modern game development.

The five game tutorials have been thoroughly revised and expanded to cover even more best practices for prototyping and development, and all examples now use Unity 2020.3 LTS (Long Term Support), a stable and feature-rich standard for years to come. The new content includes greatly enhanced tutorials, a chapter on Unity's high-performance Data-Oriented Tech Stack (DOTS), new Coding Challenges to help you transition to making your own games from scratch, and tips on next steps after you have finished the book. The revamped website includes playable versions of all example games, plus an exciting new tool that provides immediate feedback on potential errors in your own code.

Samples

Preview sample pages from 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 Programming C# in Unity
  • Chapter 16 Thinking in Digital Systems
  • Chapter 17 Introducing Unity Hub and the Unity Editor
  • 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 26 Classes
  • Chapter 27 Object-Oriented Thinking
  • Chapter 28 Data-Oriented Design
  • PART III Game Prototype Tutorials
  • Chapter 29 Apple Picker
  • Chapter 30 Mission Demolition
  • Chapter 31 Space SHMUP -- Part 1
  • Chapter 32 Space SHMUP -- Part 2
  • Chapter 33 Prospector Solitaire -- Part 1
  • Chapter 34 Prospector Solitaire -- Part 2
  • Chapter 35 Dungeon Delver -- Part 1
  • Chapter 36 Dungeon Delver -- Part 2
  • Part IV Next Steps
  • Chapter 37 Coding Challenges
  • Chapter 38 Beyond This Book
  • PART V Online Appendices

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