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Introduction to Game Design, Prototyping, and Development - 2nd Edition by Jeremy Gibson Bond (Paperback)

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2027-01-11 USD 86.23

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Introduction to Game Design, Prototyping, and Development - 2nd Edition by  Jeremy Gibson Bond (Paperback)
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Number of Pages: 1024
Genre: Computers + Internet
Sub-Genre: Programming
Series Title: Game Design
Format: Paperback
Publisher: Addison-Wesley Professional
Age Range: Adult
Book theme: Games
Author: Jeremy Gibson Bond
Featured book lists: Textbooks
Language: English



About the Book



Award-winning game designer and professor Jeremy Gibson Bond 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 students master the crucial practice of iterative prototyping using Unity. As the top game engine for cross-platform game development, Unity allows readers 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.



Book Synopsis



Master the Unity Game Engine to Design and Develop Games for Web, Mobile, Windows, macOS, and More!

If you want to design and develop games, there's no substitute for strong hands-on experience with modern techniques and tools--and that is exactly what this book provides. The first edition was frequently the top-selling game design book on Amazon, with more than 70% of the reviews being 5 stars. In a testament to the iterative process of design, this new edition includes hundreds of improvements throughout the text, all designed to make the book easier to understand and even more useful. This book was written with Unity 2017; the book.prototools.net website will cover changes for later versions of the software.

Award-winning game designer and professor Jeremy Gibson Bond has spent more than a decade teaching game design and building great games. In that time, his most successful students have been those who combine knowledge of three critical disciplines: game design theory, rapid iterative prototyping, and practical programming. In this book, Bond distills the most important aspects of all three disciplines into one place.

Part I: Game Design and Paper Prototyping
- The Layered Tetrad framework: a synthesis of 50 years of game design theory
- Proven practices for brainstorming and refining game designs through the iterative process of design
- Methods and tools to manage game projects and small teams
- Processes to make playtesting and feedback easier

Part II: Digital Prototyping with Unity and C#
- Chapters that guide you through learning C# the right way
- Instruction that takes you from no prior programming knowledge through object-oriented programming
- Deep exploration of Unity, today's most popular game engine on both macOS and Windows
- Methods for understanding and debugging code issues you encounter

Part III: Game Prototype Examples and Tutorials
- In-depth tutorials for seven different game prototypes, including a simple action game, a space shooter, a solitaire card game, a word game, and a top-down adventure
- Instructions to compile these games for PC, web, or any of the dozens of other release platforms supported by Unity
- Improved structure and layout that makes the steps of each tutorial easier to follow
- A completely new Dungeon Delver prototype not present in the first edition



About the Author



Jeremy Gibson Bond is a Professor in the Media and Information department at Michigan State University, which is currently the #8 Game Design program in the world. From 2009 to 2013, he was an Assistant Professor teaching game design and protyping for the Interactive Media and Games Division of the University of Southern Californias School of Cinematic Arts, which was the number one game design school in North America throughout his tenure there. Jeremy serves the IndieCade independent game festival as the Chair for Education and Advancement, where he is responsible for the IndieXchange and GameU conference tracks, and he has spoken at the Game Developers Conference every year since 2009.
Jeremy earned a Master of Entertainment Technology degree from Carnegie Mellon Universitys 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, has taught classes for Great Northern Way Campus (in Vancouver, BC), Texas State University, the Art Institute of Pittsburgh, Austin Community College, and the University of Texas at Austin, and has worked for Walt Disney Imagineering, Maxis, and Electronic Arts/Pogo.com, among others. While in graduate school, his team created the game Skyrates, which won the Silver Gleemax Award at the 2008 Independent Games Festival.

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