Book description
Learn All the Design & Development Skills You Need to Make Great Games with Unity, the Worlds Most Popular Professional Game Engine 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 Unitys 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.
Part I: Game Design and Paper Prototyping* Use the Layered Tetrad to understand and design powerful interactive experiences.
* Explore the core game design practices of paper prototyping, testing, and iteration.
* Learn effective strategies for staying on track and on schedule.
* Get tips for finding a rewarding job in todays industry.
Part II: Programming C# in Unity
* Learn C# from the basics through class inheritance, object-oriented programming, and data-oriented design.
Part III: Game Prototype Tutorials
* Implement games across five genres: arcade, casual physics, space shooter, solitaire card game, and top-down adventure game. Each game is designed to be easily extensible into your own projects.
* Take three games from prototype to first playable through new extended tutorial chapters that refi ne the games further than in previous editions of the book.
NEW! Part IV: Next Steps
* Tackle the new, growing library of Coding Challenges, a proven method for transitioning from tutorials to creating your own projects from scratch.
* Get ideas and resources for new projects to tackle on your own.
Table of contents
- Cover Page
- About This eBook
- Halftitle Page
- Title Page
- Copyright Page
- Pearson’s Commitment to Diversity, Equity, and Inclusion
- Dedication Page
- Contents at a Glance
- Contents
- Foreword
- Preface
- Acknowledgments
- About the Author
- Figure Credits
-
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
- The Meaning of Game Balance
- The Importance of Spreadsheets
- Examining Dice Probability with Sheets
- The Math of Probability
- Randomizer Technologies in Paper Games
- Weighted Distributions
- Weighted Probability in Google Sheets
- Permutations
- Using Sheets to Balance Weapons
- Positive and Negative Feedback
- Summary
- 12 Guiding the Player
- 13 Puzzle Design
- 14 The Agile Mentality
- 15 The Digital Game Industry
-
Part II Programming C# in Unity
- 16 Thinking in Digital Systems
- 17 Introducing Unity Hub and the Unity Editor
- 18 Introducing Our Language: C#
- 19 Hello World: Your First Program
- 20 Variables and Components
- 21 Boolean Operations and Conditionals
- 22 Loops
- 23 Collections in C#
-
24 Functions and Parameters
- Setting Up the Function Examples Project
- Definition of a Function
- What Happens When You Call a Function?
- Function Parameters and Arguments
- Returning Values
- Returning void
- Function Naming Conventions
- Why Use Functions?
- Function Overloading
- Optional Parameters
- The params Keyword
- Recursive Functions
- Summary
- 25 Debugging
- 26 Classes
- 27 Object-Oriented Thinking
- 28 Data-Oriented Design
-
Part III Game Prototype Tutorials
- 29 Apple Picker
- 30 Mission Demolition
- 31 Space shmup – Part 1
-
32 Space SHMUP – Part 2
- What You Will Learn
- Getting Started: Space SHMUP – Part 2
- Enemy to Enemy_0
- Programming Other Enemies
- Shooting Revisited
- Showing Enemy Damage
- Adding PowerUps and Boosting Weapons
- Race Conditions & Script Execution Order
- Making Enemies Drop PowerUps
- Enemy_4 — A More Complex Enemy
- Tuning Settings for the Game Entities
- Adding a Scrolling Starfield Background
- Summary
- 33 Prospector Solitaire – Part 1
- 34 Prospector Solitaire – Part 2
-
35 Dungeon Delver – Part 1
- What You Will Learn
- The Dungeon Delver Game
- Getting Started: Dungeon Delver
- Setting Up the Cameras
- Understanding the Dungeon Data
- Showing the Map with a Unity Tilemap
- Adding the Hero
- Giving Dray an Attack Animation
- Dray’s Sword
- Programmatic Collision in Unity Tilemap
- The InRoom Script
- Enemy: Skeletos
- Keeping GameObjects in the Room
- Aligning to the Grid
- Moving from Room to Room
- Making the Camera Follow Dray
- Summary
-
36 Dungeon Delver – Part 2
- What You Will Learn
- Getting Started: Dungeon Delver — Part 2
- Dungeon Delver — Part 2 Overview
- Implementing TileSwaps
- Swapping in LockedDoor GameObjects
- Implementing Keys and Unlocking Doors
- Adding GUI to Track Key Count and Health
- Enabling Enemies to Damage Dray
- Making Dray’s Attack Damage Enemies
- Modifying Enemy to Take Damage
- Picking Up Items
- Enemies Dropping Items on Death
- Implementing a New Dungeon — The Hat
- Implementing a Grappler
- Summary
- Part IV Next Steps
- Index
- Part V Online Appendices — http://book.prototools.net or informit.com/title/9780136619949
- Code Snippets
Product information
- Title: Introduction to Game Design, Prototyping, and Development
- Author(s):
- Release date: September 2022
- Publisher(s): Addison-Wesley Professional
- ISBN: 9780136619918
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