About the Book
Learn Game Design, Prototyping, and Programming with Today's Leading Tools: Unity(TM) 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
- 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, today's 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
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 - All Levels
- Beginner
- Intermediate
- Advanced
What You Will Learn - The game design process in detail
- Techniques for creating innovative games
- The tools designers use to create a wide range of play experiences
- How to break down the elements of a game
Who Should Take This Course - Those interested in learning how to design games, and those with experience looking for a new approach to thinking about games.
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# About the Author:
About the Instructors Colleen Macklin is a game designer and an Associate Professor in the school of Art, Media and Technology at Parsons The New School for Design, where she has been teaching interaction and game design for over 20 years. Macklin is also founder and co-director of PETLab (Prototyping Education and Technology Lab), a lab that develops games for experimental learning and social engagement. PETLab projects include disaster preparedness games and sports with the Red Cross, the urban activist game Re: Activism and the physical/fiscal sport Budgetball. PETLab has also published game design curricula for the Boys & Girls Club. She is a member of the game design collective Local No. 12, best known for their social card game, the Metagame. Her work has been shown at Come Out and Play, UCLA ArtSci Center, The Whitney Museum for American Art and Creative Time.
John Sharp is a designer, art historian, curator and educator with over twenty five years of involvement in the creation and study of art and design. He is the Associate Professor of Games and Learning at Parsons The New School for Design. Along with Colleen Macklin, John co-directs PETLab (Prototyping, Education and Technology Lab), a research group focused on games and their design as a form of social discourse. John is also a member of the game design collective Local No. 12 along with Colleen Macklin and Eric Zimmerman (Arts Professor, New York University Game Center), a company focused on finding play in cultural practices. Along with Peter Berry, John is a partner in Supercosm, where he focuses on interaction and game design for arts and education clients.