Introduction to Game Design, Prototyping, and Development (häftad)
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Häftad (Paperback)
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Addison Wesley
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228 x 177 x 50 mm
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Introduction to Game Design, Prototyping, and Development

From Concept to Playable Game with Unity and C#

Häftad, Engelska, 2014-07-11
625 kr
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Learn Game Design, Prototyping, and Programming with Todays Leading Tools: Unity and C#


Award-winning game designer and professor Jeremy Gibson has spent the last decade teaching game design and working as an independent game developer. Over the years, his most successful students have always been those who effectively combined game design theory, concrete rapid-prototyping practices, and programming skills.


Introduction to Game Design, Prototyping, and Development is the first time that all three of these disciplines have been brought together into a single book. It is a distillation of everything that Gibson has learned teaching hundreds of game designers and developers in his years at the #1 university games program in North America. It fully integrates the disciplines of game design and computer programming and helps you master the crucial practice of iterative prototyping using Unity. As the top game engine for cross-platform game development, Unity allows you to write a game once and deliver it to everything from Windows, OS X, and Linux applications to webpages and all of the most popular mobile platforms.


If you want to develop games, you need strong experience with modern best practices and professional tools. Theres no substitute. Theres no shortcut. But you can get what you need in this book.



  • In-depth tutorials for eight different game prototypes
  • Developing new game design concepts
  • Moving quickly from design concepts to working digital prototypes
  • Improving your designs through rapid iteration
  • Playtesting your games and interpreting the feedback that you receive
  • Tuning games to get the right game balance and game feel
  • Developing with Unity, todays best engine for independent game development
  • Learning C# the right way
  • Using Agile and Scrum to efficiently organize your game design and development process
  • Debugging your game code
  • Getting into the highly competitive, fast-changing game industry
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Praise for Introduction to Game Design, Prototyping, and Development


Introduction to Game Design, Prototyping, and Development combines a solid grounding in evolving game design theory with a wealth of detailed examples of prototypes for digital games. Together these provide an excellent introduction to game design and development that culminates in making working games with Unity. This book will be useful for both introductory courses and as a reference for expert designers. I will be using this book in my game design classes, and it will be among those few to which I often refer.

Michael Sellers

Professor of Practice in Game Design, Indiana University, former Creative Director at Rumble Entertainment, and General Manager at Kabam


Prototyping and play-testing are often the most misunderstood and/or underutilized steps in the game design and development process. Iterative cycles of testing and refining are key to the early stages of making a good game. Novices will often believe that they need to know everything about a language or build every asset of the game before they can really get started. Gibsons new book prepares readers to go ahead and dive in to the actual design and prototyping process right away; providing the basics of process and technology with excellent starter kits for different types of games to jumpstart their entry into the practice.

Stephen Jacobs

Associate Director, RIT Center for Media, Art, Games, Interaction, and Creativity (MAGIC) and Professor, School of Interactive Games and Media


Jeremy Gibsons Introduction to Game Design, Prototyping, and Development deftly combines the necessary philosophical and practical concepts for anyone looking to become a Game Designer. This book will take you on a journey from high-level design theories, through game development concepts and programming foundations in order to make your own playable video games. Jeremy uses his years of experience as a professor to teach the reader how to think with vital game design mindsets so that you can create a game with all the right tools at hand. A must-read for someone who wants to dive right into making their first game and a great refresher for industry veterans.

Michelle Pun

Senior Game Designer, Zynga

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Övrig information

Jeremy Gibson is an independent game designer and educator who currently teaches game design for the Electrical Engineering and Computer Science department at the University of Michigan Ann Arbor. For four years, he was a professor teaching classes in game design and digital prototyping for the Interactive Media and Games Division of the University of Southern California School of Cinematic Arts, which was ranked the #1 game school in North America by Princeton Review all four years that he was a member of the faculty. While there, he taught core game design and development classes and helped lead undergraduate, graduate, and doctoral students toward not only learning to develop games but also toward finding their individual artistic voice as game designers.


Preface   xxiv
Part I Game Design and Paper Prototyping   1
1 Thinking Like a Designer   3
You Are a Game Designer   4
Bartok: A Game Exercise   4
The Definition of Game   10
Summary   17
2 Game Analysis Frameworks   19
Common Frameworks for Ludology   20
MDA: Mechanics, Dynamics, and Aesthetics   20
Formal, Dramatic, and Dynamic Elements   24
The Elemental Tetrad   27
Summary   29
3 The Layered Tetrad   31
The Inscribed Layer   32
The Dynamic Layer   33
The Cultural Layer   34
The Responsibility of the Designer   36
Summary   37
4 The Inscribed Layer   39
Inscribed Mechanics   40
Inscribed Aesthetics   46
Inscribed Narrative   49
Inscribed Technology   58
Summary   59
5 The Dynamic Layer   61
The Role of the Player   62
Emergence   63
Dynamic Mechanics   64
Dynamic Aesthetics   70
Dynamic Narrative   75
Dynamic Technology   77
Summary   77
6 The Cultural Layer   79
Beyond Play   80
Cultural Mechanics   81
Cultural Aesthetics   82
Cultural Narrative   83
Cultural Technology   84
Authorized Transmedia Are Not in the Cultural Layer   85
The Cultural Impact of a Game   86
Summary   87
7 Acting Like a Designer   89
Iterative Design   90
Innovation   97
Brainstorming and Ideation   98
Changing Your Mind   101
Scoping!   103
Summary   104
8 Design Goals   105
Design Goals: An Incomplete List   106
Designer-Centric Goals   106
Player-Centric Goals   109
Summary   124
9 Paper Prototyping   125
The Benefits of Paper Prototypes   126
Paper Prototyping Tools   127
An Example of a Paper Prototype   129
Best Uses for Paper Prototyping   138
Poor Uses for Paper Prototyping   139
Summary   140
10 Game Testing   141
Why Playtest?   142
Being a Great Playtester Yourself   142
The Circles of Playtesters   143
Methods of Playtesting   146
Other Important Types of Testing   152
Summary   153
11 Math and Game Balance   155
The Meaning of Game Balance   156
Installing Apache OpenOffice Calc   156
Examining Dice Probability with Calc   157
The Math of Probability   165
Randomizer Technologies in Paper Games   170
Weighted Distributions   173
Permutations   175
Positive and Negative Feedback   176
Using Calc to Balance Weapons   177
Summary   183
12 Puzzle Design   185