Introduction to Game Design, Prototyping, and Development - Jeremy Gibson Bond
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Présentation Introduction To Game Design, Prototyping, And Development de Jeremy Gibson Bond Format Broché
- Livre Encyclopédies, Dictionnaires
Résumé : Learn All the Design & Development Skills You Need to Make Great Games with Unity, the World's Most Popular Professional Game Engine If you want to design and develop games, there is no substitute for strong, hands-on experience with modern techniques and tools. That is exactly what this book provides. Leading instructor and indie game developer Jeremy Gibson Bond covers all three disciplines that you need to succeed: game design theory, rapid iterative prototyping, and practical programming. Building on two previous best-sellers, this Third Edition contains hundreds of improvements across more than 400 new pages, all designed to make it even easier to understand and more useful in modern game development. The five game tutorials have been thoroughly revised and expanded to cover even more best practices for prototyping and development, and all examples now use Unity 2020.3 LTS (Long Term Support), a stable and feature-rich standard for years to come. The new content includes greatly enhanced tutorials, a chapter on Unity's high-performance Data-Oriented Tech Stack (DOTS), new Coding Challenges to help you transition to making your own games from scratch, and tips on next steps after you have finished the book. The revamped website includes playable versions of all example games, plus an exciting new tool that provides immediate feedback on potential errors in your own code. Part I: Game Design and Paper Prototyping Part II: Programming C# in Unity Part III: Game Prototype Tutorials NEW! Part IV: Next Steps
...
Biographie: Jeremy Gibson Bond is a Professor of Practice teaching game design and development at Michigan State University, which in 2022 was ranked the #1 public university for undergraduate game development by Princeton Review three of the last four years. Since 2013, he has served the IndieCade independent game festival and conference as the Chair of Education and Advancement, where he co-chairs the IndieXchange summit each year and has also chaired the GameU summit. In 2013, Jeremy founded the company ExNinja Interactive, through which he develops his independent game projects. Jeremy has spoken several times at the Game Developers Conference. He also created the official Unity Certified Programmer Exam Review specialization on Coursera, which thousands of developers (including several Unity employees) used to prepare for the UCP exam from 2018-2022. Prior to joining the Games faculty at Michigan State, Jeremy taught for three years as a lecturer in the Electrical Engineering and Computer Science department at the University of Michigan Ann Arbor where he taught game design and software development. From 2009-2013, Jeremy was an assistant professor teaching game design for the Games and Interactive Media Division of the University of Southern California's School of Cinematic Arts, which was named the #1 game design school in North America throughout his tenure there. Jeremy earned a Master of Entertainment Technology degree from Carnegie Mellon University's Entertainment Technology Center in 2007 and a Bachelor of Science degree in Radio, Television, and Film from the University of Texas at Austin in 1999. Jeremy has worked as a programmer and prototyper for companies such as Human Code and frog design...
Sommaire: Foreword
Preface
PART I Game Design and Paper Prototyping
Chapter 1 Thinking Like a Designer
You Are a Game Designer
Bartok: A Game Design Exercise
The Definition of Game
Summary
Chapter 2 Game Analysis Frameworks
Common Frameworks for Ludology
MDA: Mechanics, Dynamics, and Aesthetics
Formal, Dramatic, and Dynamic Elements
The Elemental Tetrad
Summary
Chapter 3 The Layered Tetrad
The Inscribed Layer
The Dynamic Layer
The Cultural Layer
The Responsibility of the Designer
Summary
Chapter 4 The Inscribed Layer
Inscribed Mechanics
Inscribed Aesthetics
Inscribed Narrative
Inscribed Technology
Summary
Chapter 5 The Dynamic Layer
The Role of the Player
Emergence
Dynamic Mechanics
Dynamic Aesthetics
Dynamic Narrative
Dynamic Technology
Summary
Chapter 6 The Cultural Layer
Beyond Play
Cultural Mechanics
Cultural Aesthetics
Cultural Narrative
Cultural Technology
Authorized Transmedia Are Not Part of the Cultural Layer
The Cultural Impact of a Game
Summary
Chapter 7 Acting Like a Designer
Iterative Design
Innovation
Brainstorming and Ideation
Changing Your Mind
Scoping!
Summary
Chapter 8 Design Goals
Design Goals: An Incomplete List
Designer-Centric Goals
Player-Centric Goals
Summary
Chapter 9 Paper Prototyping
The Benefits of Paper Prototyping
Paper Prototyping Tools
Paper Prototyping for Interfaces
A Paper Prototype Example
Best Uses for Paper Prototyping
Poor Uses for Paper Prototyping
Summary
Chapter 10 Game Testing
Why Playtest?
Being a Great Playtester Yourself
The Circles of Playtesters
Methods of Playtesting
Other Important Types of Testing
Summary
Chapter 11 Math and Game Balance
The Meaning of Game Balance
The Importance of Spreadsheets
Examining Dice Probability with Sheets
The Math of Probability
Randomizer Technologies in Paper Games
Weighted Distributions
Weighted Probability in Google Sheets
Permutations
Using Sheets to Balance Weapons
Positive and Negative Feedback
Summary
Chapter 12 Guiding the Player
Direct Guidance
Indirect Guidance
Teaching New Skills and Concepts
Summary
Chapter 13 Puzzle Design
Scott Kim on Puzzle Design
The Steps of Solving a Puzzle
Puzzle Examples in Action Games
Designing and Developing Puzzle Games
Summary
Chapter 14 The Agile Mentality
The Manifesto for Agile Software Development
Scrum Methodology
Burndown Chart Example
Creating Your Own Burndown Charts
Summary
Chapter 15 The Digital Game Industry
About the Game Industry
Game Education
Getting Into the Industry
Don't Wait to Start Making Games!
Summary
PART II Programming C# in Unity
Chapter 16 Thinking in Digital Systems
Systems Thinking in Board Games
An Exercise in Simple Instructions
Game Analysis: Apple Picker
Summary
Chapter 17 Introducing Unity Hub and the Unity Editor
Downloading Unity
Introducing Our Development Environment
Creating a Unity Account
Checking Out a Sample Project
Creating Your First Unity Project
Learning Your Way Around Unity
Setting Up the Unity Window Lay...
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