Personnaliser

OK

Informations importantes : Arrêt du Club R (13 août) et Cessation d'Activité (30 septembre)

En savoir plus.

Introduction to Game Design, Prototyping, and Development - Jeremy Gibson Bond

Note : 0

0 avis
  • Soyez le premier à donner un avis

62,59 €

Occasion · Bon État

  • Ou 15,65 € /mois

  • LIVRAISON RAPIDE

    Ce vendeur propose la livraison entre 3 et 5 jours

    • Livraison GRATUITE
    • Livré entre le 18 et le 20 août
    Voir les modes de livraison

    momox

    PRO Vendeur favori

    4,8/5 sur + de 1 000 ventes

    Livré gratuitement chez vous en 2 semaines. L'article présente des traces d'utilisation, mais est en bon état. 2 millions de ventes réalisées en 5 ans, merci de votre confiance ! Découvrez les avis (https://fr.shopping.rakuten.com/feedback/momox) de...

    Publicité
     
    Vous avez choisi le retrait chez le vendeur à
    • Payez directement sur Rakuten (CB, PayPal, 4xCB...)
    • Récupérez le produit directement chez le vendeur
    • Rakuten vous rembourse en cas de problème

    Gratuit et sans engagement

    Félicitations !

    Nous sommes heureux de vous compter parmi nos membres du Club Rakuten !

    En savoir plus

    Retour

    Horaires

        Note :


        Avis sur Introduction To Game Design, Prototyping, And Development de Jeremy Gibson Bond Format Broché  - Livre Encyclopédies, Dictionnaires

        Note : 0 0 avis sur Introduction To Game Design, Prototyping, And Development de Jeremy Gibson Bond Format Broché  - Livre Encyclopédies, Dictionnaires

        Les avis publiés font l'objet d'un contrôle automatisé de Rakuten.


        Présentation Introduction To Game Design, Prototyping, And Development de Jeremy Gibson Bond Format Broché

         - Livre Encyclopédies, Dictionnaires

        Livre Encyclopédies, Dictionnaires - Jeremy Gibson Bond - 01/09/2022 - Broché - Langue : Anglais

        . .

      • Auteur(s) : Jeremy Gibson Bond
      • Editeur : Pearson Education Limited
      • Langue : Anglais
      • Parution : 01/09/2022
      • Format : Moyen, de 350g à 1kg
      • Nombre de pages : 1296
      • Expédition : 1844
      • Dimensions : 23.3 x 17.7 x 5.0
      • ISBN : 0136619940



      • 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

        • Use the Layered Tetrad to understand and design powerful interactive experiences.
        • Explore the core game design practices of paper prototyping, testing, and iteration.
        • Learn effective strategies for staying on track and on schedule.
        • Get tips for finding a rewarding job in today's industry.

        Part II: Programming C# in Unity

        • Learn C# from the basics through class inheritance, object-oriented programming, and data-oriented design.

        Part III: Game Prototype Tutorials

        • Implement games across five genres: arcade, casual physics, space shooter, solitaire card game, and top-down adventure game. Each game is designed to be easily extensible into your own projects.Take three games from prototype to first playable through new extended tutorial chapters that refi ne the games further than in previous editions of the book.

        NEW! Part IV: Next Steps

        • Tackle the new, growing library of Coding Challenges, a proven method for transitioning from tutorials to creating your own projects from scratch.Get ideas and resources for new projects to tackle on your own.
        ...

        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...

        Détails de conformité du produit

        Consulter les détails de conformité de ce produit (

        Personne responsable dans l'UE

        )
        Le choixNeuf et occasion
        Le service clientsÀ votre écoute
        LinkedinFacebookTwitterInstagramYoutubePinterestTiktok
        visavisa
        mastercardmastercard
        klarnaklarna
        paypalpaypal
        floafloa
        americanexpressamericanexpress
        Rakuten Logo
        • Rakuten Kobo
        • Rakuten TV
        • Rakuten Viber
        • Rakuten Viki
        • Plus de services
        • À propos de Rakuten
        Rakuten.com