Ebook Free Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game with Unity and C# (2nd Edition)

Ebook Free Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game with Unity and C# (2nd Edition)

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Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game with Unity and C# (2nd Edition)

Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game with Unity and C# (2nd Edition)


Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game with Unity and C# (2nd Edition)


Ebook Free Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game with Unity and C# (2nd Edition)

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Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game with Unity and C# (2nd Edition)

About the Author

Jeremy Gibson Bond is a Professor of Practice, teaching game design and development in the Media and Information Department at Michigan State University (http://gamedev.msu.edu), which has been ranked a top-ten game design program for the last several 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. In 2013, Jeremy founded the company ExNinja Interactive, through which he develops his independent game projects. Jeremy has also spoken several times at the Game Developers Conference. Prior to joining the 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 to 2013, Jeremy was an Assistant Professor of Practice teaching game design for the Interactive Media and Games Division of the University of Southern California's School of Cinematic Arts, which was named the number one 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. He started his career as a programmer and prototyper for companies such as Human Code and frog design; has also 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 online game Skyrates, which won the Silver Gleemax Award for Strategic Gaming at the 2008 Independent Games Festival. Jeremy also apparently has the distinction of being the first person to ever teach game design in Costa Rica.

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Product details

Series: Game Design

Paperback: 1024 pages

Publisher: Addison-Wesley Professional; 2 edition (August 30, 2017)

Language: English

ISBN-10: 0134659864

ISBN-13: 978-0134659862

Product Dimensions:

7 x 1.8 x 9 inches

Shipping Weight: 3.3 pounds (View shipping rates and policies)

Average Customer Review:

4.3 out of 5 stars

7 customer reviews

Amazon Best Sellers Rank:

#188,953 in Books (See Top 100 in Books)

SUMMARY: All in all, I've been through several Unity and C# programming books. This one is the best, especially in its current iteration. The website is very up to date on errata and Unity changes. Mr. Bond writes clearly and with an entertaining and familiar tone, and the content is second to none. No other book is going to make a newcomer feel more accomplished from the tutorials, even if they don't always make complete sense at first.As of writing this I still have a bit more of the book and a few tutorials to do, but I am very impressed and pleased with the 2nd edition of this book. It alleviates almost all of my concerns of the first version. The tutorials (in Part 3) are easier to follow, clean up inconsistencies, and do a great job of explaining what is happening behind the code and teaching vital design concepts. I want to emphasize to someone who is treating this book truly as an "Introduction" that the code herein should be studied, not just taken for granted. It is more complex than most tutorials I've come across and truly mirrors the actual kind of coding you would be doing for any extensible prototype worth making. There are a lot of clever uses of programming patterns that are slightly glossed over, but when you're finishing a tutorial, take a moment to map it out and see what is really going on in the code. One thing that could be improved is if Mr. Bond gave a description of the next iterative mechanic he was going to code and treating it as an exercise for the reader rather than just diving right in - but to the cautious self-student this is irrelevant anyway.The tutorials (so far) do a great job of highlighting the capabilities of Unity and the utter speed at which prototyping can be accomplished. As Mr. Bond explains several times - a game is not a game until its played, and the WHOLE book is dedicated to the idea of getting to something playable as soon as possible, if nothing else for the sheer accomplishment of making a game that is interesting, while keeping in mind the ever-important scope limitations! The rest of the book (parts 1 and 2) does a great job of covering holistic bases in the gaming industry and in the C# language. Part 1 is extremely interesting, though not strictly necessary. Part 2 is vital to intensely study if you have a light programming background, but otherwise can be skimmed or referenced.A word of caution that I wish Mr. Bond would have put into an "Intro" book and was something that made me want to throw my hands in frustration sometimes. His code, from a novice perspective, is so CLEAN, polished, and clever. Then when I would write my own early prototypes it looked like Frankenstein's monster. As a beginner, it bears remembering that if your home-grown code looks right in-game, it is right. Too much perfectionist obsession over hyper-clean and clever code pushes hundreds of people away from programming, specifically from programming games. Of course Mr. Bond shouldn't equivocate on the proper coding practices, but a fair warning that code doesn't come out of the novice's fingertips looking like his would be justified.I recommend going through each part concurrently, depending on your experience and "moodiness." Sometimes I just want to code, so I flip to the tutorial I'm working through in Part 3. Sometimes I feel pensive, so I'll read the intricacies of the layered tetrad. Sometimes I lose sight of when I want to use a List, Array, or Dictionary, so off to Part 2 I go. My own personal preference is to get the paperback version - I used the kindle version for the first edition and it didn't feel right, as with code listing you'll want to flip back and forth and around quickly.

As stated near the beginning of the book, this work is for either designers who want to learn some coding for prototypes, or an engineer who wants to learn some design principles for prototyping. From that point of view, the book easily gets a 5 star. If you are beginner in the game development world (ie college student, or still looking for your first gig) you will get incredible use out of this book (and I personally wish I had read it back when I was in school).Chapters are concise, explanations on code snippets is top notch as well.As a seasoned engineer, your mileage will be a less than novices. I do wish it had more to offer on best practices/patterns for prototyping specifically. I feel book achieved that for design side, but lacked a bit for engineering side. To be fair, it is called and "Introduction" and engineering can be pretty overwhelming when first introduced, so introducing really high level concepts like prototyping patterns, agile best practices, team quality, etc would have probably been to much for intended audience.Overall, a quality book, and I'm glad I picked it up. If you are a novice, do your yourself a favor and just go ahead and order it now.

This book is a great book to introduce someone into game design. I removed a star because Bond had conflated game design, prototyping, and development with political theory during the early parts as he discussed the influences of modern culture and how sexism is reflective on the design of games (as an example). While he presents these issues as real as they are, I feel as though they are presented informally and lack any context to the book's intention to present an introduction game design, prototyping, and development to a beginner. In Bond's defense he was simply implying that video games evolve over time; fitting the culture that surrounds it. However much of that early section would not fit my definition of "an introduction to game design, prototyping, and development" and thus was purely superfluous at worst.Despite this however this book is a really well written, well informed, and quite a respectable resource for an aspiring game designer.

Since others have covered the content of the book quite extensively, I'll comment on the quality of the book itself. I know you're not supposed to judge a book by its cover or whatever, but the first thing I said when I opened my Amazon delivery was, "Wow, this is a really nice book".- It's full of full colored images, even the source code examples have their syntax colored.- The paper isn't glossy, which I like because I don't get that annoying glare when reading in a well-lit area- The pages feel nice, which is something I can't say about many of the programming books I own.- The font size isn't so small that you feel like they were trying to save trees by cutting down on pages

I was looking for a textbook for computer science students who want to make their own games, and this book was perfect for that group. It started off with design - as all games should - and then segued to a discussion of implementation, ending with multiple tutorials. For me, the discussion of design is the best part (as that's what I'm weakest in). It was written clearly and straightforwardly.Some books just walk you through one giant tutorial, which tend to be tedious and, because they focus on one game, leave a lot out. This book did not fall into that trap.

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Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game with Unity and C# (2nd Edition) PDF

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