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Introduction to Game Design, Prototyping, and Development
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Introduction to Game Design, Prototyping, and Development

Introduction to Game Design, Prototyping, and Development

Jeremy Gibson Bond

1024 pages, parution le 23/04/2022

Résumé

A hands-on book that explains concepts "by doing," Introduction to Game Design, Prototyping, and Development, Third Edition, takes readers through the process of making both paper and digital game prototypes. Rather than focusing on a single tutorial, as most Unity books have done, this book explores several small prototypes, reinforcing critical concepts through repetition from project to project. Author Jeremy Gibson Bond's approach creates a stable of "base projects" that serve as starters for readers looking to create their own games), while skipping the aspects of project creation (e.g. modeling, animation, etc.) that are less central to this book. Intermediate readers may browse this book for a tutorial that clarifies the specific prototyping or programming concept that they wish to learn. This book begins with an introduction to general game design concepts and basic programing concepts. C# is the chosen language used in this book, and it is easy to learn and enforces good coding practices. Game prototyping and programming tutorials use Object-Oriented Programming (OOP), the standard for coding over the past 30+ years, in addition to the new Data-Oriented Technology Stack (DOTS) and Entity Component System (ECS), providing a well-rounded approach. Game development concepts covered help readers find further resources to expand their game design knowledge.P1 Game Design and Paper Prototyping 0 Introduction 1 Thinking Like a Designer 2 Game Analysis Lexicons 3 The Layered Tetrad 4 Acting Like a Designer 5 Design Goals 6 The Inscribed Layer 7 The Dynamic Layer 8 The Cultural Layer 9 Paper Prototyping and Iteration 10 Playtesting and Usability Testing 11 Math & Game Balance 12 Puzzle Design 13 Guiding the Player 14 The Digital Game Industry 15 The Agile Development Prototyping Mentality P2 Digital Prototyping 16 Thinking in Digital Systems 17 Introducing our Development Environment: Unity 18 Introducing our Language: C# 19 Your First Program: Hello World 20 Debugging 21 Variables and Components 22 Boolean Operations and Conditionals 23 Loops 24 Lists and Arrays 25 Functions and Parameters 26 Classes 27 Object-Oriented Thinking 28 Data-Oriented Technology Stack P3 Object-Oriented Game Prototype Examples and Tutorials 29 Prototype 1: Apple Picker Prototype 2: Mission Demolition 30 Prototype 3: Space SHMUP Prototype 3.5: Space SHMUP Prototype 4: Prospector Solitaire Prototype 5: Bartok 31 Prototype 6: Word Game 32 Prototype 7: Dungeon Delver P4 Data-Oriented Tech Stack (DOTS) Prototype Examples and Tutorials 33 DOTS Prototype 1: Adding DOTS to Space SHMUP 34 DOTS Prototype 2: Pong 10k 35 DOTS Tutorial 3 36 DOTS Tutorial 4 P4 Appendices A Standard Project Setup Procedure B Useful Concepts Reference C Online References IndexJeremy Gibson Bond is an award-winning professor and game designer who has spent nearly two decades teaching game design and working as an independent game developer. He regularly speaks at industry festivals and conferences like IndieCade and Meaningful Play. He has also spoken recently at Penguicon and has been invited to speak at top game development universities like the University of Utah Entertainment Arts and Engineering program.

Caractéristiques techniques

  PAPIER
Éditeur(s) Prentice
Auteur(s) Jeremy Gibson Bond
Parution 23/04/2022
Nb. de pages 1024
EAN13 9780136619949

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