Introduction to Game Design, Prototyping, and Development, 3rd Edition

Jeremy Gibson Bond

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Introduction to Game Design, Prototyping, and Development, 3rd Edition

By Jeremy Gibson Bond
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Jeremy Gibson Bond
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A hands-on book that explains concepts "by doing," Introduction to Game Design, Prototyping, and Development, 3rd 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.
Table of contents
  • 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