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Learn Game Design, Prototyping, and Programming with Today’s 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. There’s no substitute. There’s no shortcut. But you can get what you need in this book.
COVERAGE INCLUDES
5+ Hours of Video Instruction
Overview
Introduction to Game Design LiveLessons introduces you to a play-based approach to game design through the creation of a video game from start to finish. Along the way, the lessons identify the primary characteristics of games and different strategies for creating them as well as the iterative game design process of conceptualizing, prototyping, playtesting and evaluating.
Description
This is a comprehensive overview of the game design process from start to finish. By following along, viewers learn the steps involved in coming up with a solid idea for a game, building different types of prototypes, methods for playtesting game prototypes and evaluating the results. The goal of this Livelessons video is to provide viewers with all the tools needed to create innovative and exciting new games. Along the way, Macklin and Sharp cover a wide range of game genres and types as examples of a play-centric approach to making games and delve into the reasons why they are successful.
Skill Level
What You Will Learn
Who Should Take This Course
Course Requirements
About LiveLessons Video Training
The LiveLessons Video Training series publishes hundreds of hands-on, expert-led video tutorials covering a wide selection of technology topics designed to teach you the skills you need to succeed. This professional and personal technology video series features world-leading author instructors published by your trusted technology brands: Addison-Wesley, Cisco Press, IBM Press, Pearson IT Certification, Prentice Hall, Sams, and Que. Topics include: IT Certification, Programming, Web Development, Mobile Development, Home and Office Technologies, Business and Management, and more. View all LiveLessons on InformIT at: http://www.informit.com/livelessons
0134176707 / 9780134176703 Introduction to Game Design, Prototyping, and Development (Book) and Introduction to Game Design LiveLessons (VideoTraining) Bundle
Package consists of:
0134171861 / 9780134171869 Introduction to Game Design LiveLessons Access Code Card
0321933168 / 9780321933164 Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game with Unity and C#
Table of Contents
Part 1: Principles
In the first three lessons of Introduction to Game Design LiveLessons, Macklin and Sharp introduce the principles and terminology of a play-focused game design process.
Lesson 1 What Is a Game?
Lesson 1 looks at what makes the design of games a thrilling but challenging practice. The analogy of games being “play machines” is introduced, along with a look at the basic elements that make up play machines. From there, some of the basic tools of game design are introduced, including abstraction, stylization, indirection and the decision-making / feedback loop.
Lesson 2: The Kinds of Play
Lesson 2 considers the different kinds of play experiences game designers create for their players. The lesson takes a close look at competitive and cooperative play, chance-based and skill-based play, whimsical play, role-playing and simulation-based play. The lesson concludes with a discussion of the differences in playing as a player, and playing as a designer.
Lesson 3: Designing Play Experiences
Lesson 3 returns to the game design tool kit, and adds a set of more nuanced tools for making play machines. The lesson introduces the concept of design values, a set of guides that establish the kind of play experience game designers want to provide their players. The lesson then examines six key factors in shaping play: player point of view and perception, theme, decision-making types, challenge, chance and strategy and context.
Part 2: Practice
In the second part of this LiveLesson series, Macklin and Sharp introduce the iterative game design cycle, and demonstrate its application in the early creation of their videogame, Ping!.
Lesson 4: The Game Design Process
Lesson 4 provides a bird’s eye view of the complete iterative game design cycle.
Lesson 5: Conceptualizing Your Game
Lesson 5 looks more closely at the first step in the iterative process: conceptualizing. Macklin and Sharp demonstrate a number of techniques for taking ideas and turning them into solid game design concepts.
Lesson 6: Prototyping Your Game
Lesson 6 explores the process for taking your ideas and beginning to give them form through experiments, or prototypes. Macklin and Sharp demonstrate the paper, physical and digital prototypes they made for their game, Ping!.
Lesson 7: Playtesting Your Game
Lesson 7 introduces the fine art of running a playtest for game prototypes. Macklin and Sharp work through the stage of playtesting: internally playtesting, preparing a plan for the playtest, and then running the playtest.
Lesson 8: Evaluating Your Game
Lesson 8 covers the important steps of evaluating the strengths and weaknesses of your game prototypes based on the feedback received during playtests. Macklin and Sharp demonstrate how they reviewed the feedback, broke it down into strengths and weaknesses, and then began looking for solutions for making their game better.
Lesson 9: Repeating the Cycle
Lessons 9 considers how game design is a series of iterative cycles that slowly flesh out the design of a game. The lesson begins by explaining the different kinds of prototypes. It then looks closely at the different kinds of playtests game designers use. The lesson concludes with a discussion of the ways to document your prototypes and playtests.
Lesson 10: Moving from Iteration to Production
Lesson 10 concludes the Introduction to Game Design LiveLessons by considering the role of the iterative game design process in relation to the larger production of a game. The lesson then provides a checklist for understanding when to transition out of iteration and design and into production. The basics of production are then introduced. Finally, Macklin and Sharp discuss some techniques for building up excitement for your game during the game design process.