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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.
P1Game Design and Paper Prototyping0Introduction1Thinking Like a Designer2Game Analysis Lexicons3The Layered Tetrad4Acting Like a Designer5Design Goals6The Inscribed Layer7The Dynamic Layer8The Cultural Layer9Paper Prototyping and Iteration10Playtesting and Usability Testing11Math & Game Balance12Puzzle Design13Guiding the Player14The Digital Game Industry15The Agile Development Prototyping MentalityP2Digital Prototyping16Thinking in Digital Systems17Introducing our Development Environment: Unity18Introducing our Language: C#19Your First Program: Hello World20Debugging21Variables and Components22Boolean Operations and Conditionals23Loops24Lists and Arrays25Functions and Parameters26Classes27Object-Oriented Thinking28Data-Oriented Technology StackP3 Object-Oriented Game Prototype Examples and Tutorials29Prototype 1: Apple PickerPrototype 2: Mission Demolition30Prototype 3: Space SHMUPPrototype 3.5: Space SHMUPPrototype 4: Prospector SolitairePrototype 5: Bartok31Prototype 6: Word Game32Prototype 7: Dungeon DelverP4Data-Oriented Tech Stack (DOTS) Prototype Examples and Tutorials33 DOTS Prototype 1: Adding DOTS to Space SHMUP34DOTS Prototype 2: Pong 10k35DOTS Tutorial 336DOTS Tutorial 4P4AppendicesAStandard Project Setup ProcedureBUseful Concepts ReferenceCOnline ReferencesIndex