Author: M Ramadhan
Publisher: M Ramadhan
ISBN:
Category : Antiques & Collectibles
Languages : en
Pages : 10
Book Description
Video game development is the process of developing a video game. The effort is undertaken by a developer, ranging from a single person to an international team dispersed across the globe. Development of traditional commercial PC and console games is normally funded by a publisher, and can take several years to reach completion. Indie games usually take less time and money and can be produced by individuals and smaller developers. The independent game industry has been on the rise, facilitated by the growth of accessible game development software such as Unity platform and Unreal Engine[1] and new online distribution systems such as Steam and Uplay, as well as the mobile game market for Android and iOS devices. The first video games, developed in the 1960s, were not usually commercialised. They required mainframe computers to run and were not available to the general public. Commercial game development began in the '70s with the advent of first-generation video game consoles and early home computers like the Apple I. At that time, owing to low costs and low capabilities of computers, a lone programmer could develop a full and complete game. However, in the late '80s and '90s, ever-increasing computer processing power and heightened expectations from gamers made it difficult for a single person to produce a mainstream console or PC game. The average cost of producing a triple-A video game slowly rose, from US$1–4 million in 2000, to over $5 million in 2006, then to over $20 million by 2010[citation needed]. Mainstream commercial PC and console games are generally developed in phases: first, in pre-production, pitches, prototypes, and game design documents are written; if the idea is approved and the developer receives funding, then full-scale development begins. The development of a complete game usually involves a team of 20–100 individuals with various responsibilities, including designers, artists, programmers, and testers.
Create Computer Games
Author: Patrick McCabe
Publisher: John Wiley & Sons
ISBN: 1119404223
Category : Juvenile Nonfiction
Languages : en
Pages : 258
Book Description
PUT DOWN YOUR CONTROLLER Why just play videogames when you can build your own game? Follow the steps in this book to learn a little about code, build a few graphics, and piece together a real game you can share with your friends. Who knows? What you learn here could help you become the next rock-star video- game designer. So set your controller aside and get ready to create! Decipher the code build some basic knowledge of how computer code drives videogames Get animated create simple graphics and learn how to put them in motion Update a classic put your knowledge together to put your modern twist on a classic game
Publisher: John Wiley & Sons
ISBN: 1119404223
Category : Juvenile Nonfiction
Languages : en
Pages : 258
Book Description
PUT DOWN YOUR CONTROLLER Why just play videogames when you can build your own game? Follow the steps in this book to learn a little about code, build a few graphics, and piece together a real game you can share with your friends. Who knows? What you learn here could help you become the next rock-star video- game designer. So set your controller aside and get ready to create! Decipher the code build some basic knowledge of how computer code drives videogames Get animated create simple graphics and learn how to put them in motion Update a classic put your knowledge together to put your modern twist on a classic game
Game Design
Author: Lewis Pulsipher
Publisher: McFarland
ISBN: 0786491051
Category : Games & Activities
Languages : en
Pages : 277
Book Description
Many aspiring game designers have crippling misconceptions about the process involved in creating a game from scratch, believing a "big idea" is all that is needed to get started. But game design requires action as well as thought, and proper training and practice to do so skillfully. In this indispensible guide, a published commercial game designer and longtime teacher offers practical instruction in the art of video and tabletop game design. The topics explored include the varying types of games, vital preliminaries of making a game, the nuts and bolts of devising a game, creating a prototype, testing, designing levels, technical aspects, and assessing nature of the audience. With practice challenges, a list of resources for further exploration, and a glossary of industry terms, this manual is essential for the nascent game designer and offers food for thought for even the most experienced professional.
Publisher: McFarland
ISBN: 0786491051
Category : Games & Activities
Languages : en
Pages : 277
Book Description
Many aspiring game designers have crippling misconceptions about the process involved in creating a game from scratch, believing a "big idea" is all that is needed to get started. But game design requires action as well as thought, and proper training and practice to do so skillfully. In this indispensible guide, a published commercial game designer and longtime teacher offers practical instruction in the art of video and tabletop game design. The topics explored include the varying types of games, vital preliminaries of making a game, the nuts and bolts of devising a game, creating a prototype, testing, designing levels, technical aspects, and assessing nature of the audience. With practice challenges, a list of resources for further exploration, and a glossary of industry terms, this manual is essential for the nascent game designer and offers food for thought for even the most experienced professional.
Game Programming Patterns
Author: Robert Nystrom
Publisher: Genever Benning
ISBN: 0990582914
Category : Computers
Languages : en
Pages : 353
Book Description
The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.
Publisher: Genever Benning
ISBN: 0990582914
Category : Computers
Languages : en
Pages : 353
Book Description
The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.
Basic Computer Games
Author: David H. Ahl
Publisher:
ISBN:
Category : BASIC (Computer program language)
Languages : en
Pages : 185
Book Description
Publisher:
ISBN:
Category : BASIC (Computer program language)
Languages : en
Pages : 185
Book Description
Game Mechanics
Author: Ernest Adams
Publisher: New Riders
ISBN: 0132946688
Category : Computers
Languages : en
Pages : 442
Book Description
This in-depth resource teaches you to craft mechanics that generate challenging, enjoyable, and well-balanced gameplay. You’ll discover at what stages to prototype, test, and implement mechanics in games and learn how to visualize and simulate game mechanics in order to design better games. Along the way, you’ll practice what you’ve learned with hands-on lessons. A free downloadable simulation tool developed by Joris Dormans is also available in order to follow along with exercises in the book in an easy-to-use graphical environment. In Game Mechanics: Advanced Game Design, you’ll learn how to: * Design and balance game mechanics to create emergent gameplay before you write a single line of code. * Visualize the internal economy so that you can immediately see what goes on in a complex game. * Use novel prototyping techniques that let you simulate games and collect vast quantities of gameplay data on the first day of development. * Apply design patterns for game mechanics—from a library in this book—to improve your game designs. * Explore the delicate balance between game mechanics and level design to create compelling, long-lasting game experiences. * Replace fixed, scripted events in your game with dynamic progression systems to give your players a new experience every time they play. "I've been waiting for a book like this for ten years: packed with game design goodness that tackles the science without undermining the art." --Richard Bartle, University of Essex, co-author of the first MMORPG “Game Mechanics: Advanced Game Design by Joris Dormans & Ernest Adams formalizes game grammar quite well. Not sure I need to write a next book now!” -- Raph Koster, author of A Theory of Fun for Game Design.
Publisher: New Riders
ISBN: 0132946688
Category : Computers
Languages : en
Pages : 442
Book Description
This in-depth resource teaches you to craft mechanics that generate challenging, enjoyable, and well-balanced gameplay. You’ll discover at what stages to prototype, test, and implement mechanics in games and learn how to visualize and simulate game mechanics in order to design better games. Along the way, you’ll practice what you’ve learned with hands-on lessons. A free downloadable simulation tool developed by Joris Dormans is also available in order to follow along with exercises in the book in an easy-to-use graphical environment. In Game Mechanics: Advanced Game Design, you’ll learn how to: * Design and balance game mechanics to create emergent gameplay before you write a single line of code. * Visualize the internal economy so that you can immediately see what goes on in a complex game. * Use novel prototyping techniques that let you simulate games and collect vast quantities of gameplay data on the first day of development. * Apply design patterns for game mechanics—from a library in this book—to improve your game designs. * Explore the delicate balance between game mechanics and level design to create compelling, long-lasting game experiences. * Replace fixed, scripted events in your game with dynamic progression systems to give your players a new experience every time they play. "I've been waiting for a book like this for ten years: packed with game design goodness that tackles the science without undermining the art." --Richard Bartle, University of Essex, co-author of the first MMORPG “Game Mechanics: Advanced Game Design by Joris Dormans & Ernest Adams formalizes game grammar quite well. Not sure I need to write a next book now!” -- Raph Koster, author of A Theory of Fun for Game Design.
How to Make a Video Game All by Yourself
Author: Matt Hackett
Publisher:
ISBN: 9781736576212
Category : Computers
Languages : en
Pages : 0
Book Description
How to Make a Video Game All By Yourself is a guide for passionate creators who want to focus their skills into making a video game with very little outside help. It will show you how to find your "itch" that fuels your fire, how to find a "game engine" that will power your vision, and how to "find the fun" in your game. Most importantly, this book helps you guide your project to the finish line. Written from personal experience by a ten-year video game industry veteran and podcaster, it's packed with handmade drawings and charts. It's stuffed with quotes from notable video game developers and other creators. Lastly, it's pragmatic and terse, with the clear goal of helping you make your first video game all by yourself.This is the large edition of the book, at 8"x8".
Publisher:
ISBN: 9781736576212
Category : Computers
Languages : en
Pages : 0
Book Description
How to Make a Video Game All By Yourself is a guide for passionate creators who want to focus their skills into making a video game with very little outside help. It will show you how to find your "itch" that fuels your fire, how to find a "game engine" that will power your vision, and how to "find the fun" in your game. Most importantly, this book helps you guide your project to the finish line. Written from personal experience by a ten-year video game industry veteran and podcaster, it's packed with handmade drawings and charts. It's stuffed with quotes from notable video game developers and other creators. Lastly, it's pragmatic and terse, with the clear goal of helping you make your first video game all by yourself.This is the large edition of the book, at 8"x8".
How to create a Game
Author: M Ramadhan
Publisher: M Ramadhan
ISBN:
Category : Antiques & Collectibles
Languages : en
Pages : 10
Book Description
Video game development is the process of developing a video game. The effort is undertaken by a developer, ranging from a single person to an international team dispersed across the globe. Development of traditional commercial PC and console games is normally funded by a publisher, and can take several years to reach completion. Indie games usually take less time and money and can be produced by individuals and smaller developers. The independent game industry has been on the rise, facilitated by the growth of accessible game development software such as Unity platform and Unreal Engine[1] and new online distribution systems such as Steam and Uplay, as well as the mobile game market for Android and iOS devices. The first video games, developed in the 1960s, were not usually commercialised. They required mainframe computers to run and were not available to the general public. Commercial game development began in the '70s with the advent of first-generation video game consoles and early home computers like the Apple I. At that time, owing to low costs and low capabilities of computers, a lone programmer could develop a full and complete game. However, in the late '80s and '90s, ever-increasing computer processing power and heightened expectations from gamers made it difficult for a single person to produce a mainstream console or PC game. The average cost of producing a triple-A video game slowly rose, from US$1–4 million in 2000, to over $5 million in 2006, then to over $20 million by 2010[citation needed]. Mainstream commercial PC and console games are generally developed in phases: first, in pre-production, pitches, prototypes, and game design documents are written; if the idea is approved and the developer receives funding, then full-scale development begins. The development of a complete game usually involves a team of 20–100 individuals with various responsibilities, including designers, artists, programmers, and testers.
Publisher: M Ramadhan
ISBN:
Category : Antiques & Collectibles
Languages : en
Pages : 10
Book Description
Video game development is the process of developing a video game. The effort is undertaken by a developer, ranging from a single person to an international team dispersed across the globe. Development of traditional commercial PC and console games is normally funded by a publisher, and can take several years to reach completion. Indie games usually take less time and money and can be produced by individuals and smaller developers. The independent game industry has been on the rise, facilitated by the growth of accessible game development software such as Unity platform and Unreal Engine[1] and new online distribution systems such as Steam and Uplay, as well as the mobile game market for Android and iOS devices. The first video games, developed in the 1960s, were not usually commercialised. They required mainframe computers to run and were not available to the general public. Commercial game development began in the '70s with the advent of first-generation video game consoles and early home computers like the Apple I. At that time, owing to low costs and low capabilities of computers, a lone programmer could develop a full and complete game. However, in the late '80s and '90s, ever-increasing computer processing power and heightened expectations from gamers made it difficult for a single person to produce a mainstream console or PC game. The average cost of producing a triple-A video game slowly rose, from US$1–4 million in 2000, to over $5 million in 2006, then to over $20 million by 2010[citation needed]. Mainstream commercial PC and console games are generally developed in phases: first, in pre-production, pitches, prototypes, and game design documents are written; if the idea is approved and the developer receives funding, then full-scale development begins. The development of a complete game usually involves a team of 20–100 individuals with various responsibilities, including designers, artists, programmers, and testers.
How to Create Simple Video Games
Author: Stavros Kirkelie
Publisher: Digital Revolution Media
ISBN:
Category : Games & Activities
Languages : en
Pages : 28
Book Description
Video gaming can be a very entertaining experience for many people. Sometimes you will notice that hours have gone by while you are playing. If you are a person who enjoys playing video games you may want to consider creating your own video game. The market for video games continuously expands. There is a large amount of money that can be made in the video game industry. Learning how to create a video game will give you an opportunity to make a lot of money as well as provide you with a feeling of self-accomplishment. A lot of people have great ideas about video games but sadly many of them do not chase their dreams. The reason for this in most cases is that the person may feel as if it is too hard for them to do or that they may not be smart enough. Do not be one of these people! If you have come up with an idea you have already accomplished one of the hardest parts of creating a video game. Creativity does not come naturally to everyone and you should take pride in the fact that you have a creative mind. If you have a creative mind and enjoy video games you should seriously consider creating your games. After all, it could present you with an opportunity to generate cash flow doing something you love. The following chapter in this book will shed some light on the basics of creating a game and give you some pointers to guide you through the basic processes. Grab It Now!
Publisher: Digital Revolution Media
ISBN:
Category : Games & Activities
Languages : en
Pages : 28
Book Description
Video gaming can be a very entertaining experience for many people. Sometimes you will notice that hours have gone by while you are playing. If you are a person who enjoys playing video games you may want to consider creating your own video game. The market for video games continuously expands. There is a large amount of money that can be made in the video game industry. Learning how to create a video game will give you an opportunity to make a lot of money as well as provide you with a feeling of self-accomplishment. A lot of people have great ideas about video games but sadly many of them do not chase their dreams. The reason for this in most cases is that the person may feel as if it is too hard for them to do or that they may not be smart enough. Do not be one of these people! If you have come up with an idea you have already accomplished one of the hardest parts of creating a video game. Creativity does not come naturally to everyone and you should take pride in the fact that you have a creative mind. If you have a creative mind and enjoy video games you should seriously consider creating your games. After all, it could present you with an opportunity to generate cash flow doing something you love. The following chapter in this book will shed some light on the basics of creating a game and give you some pointers to guide you through the basic processes. Grab It Now!
Building an FPS Game with Unity
Author: John P. Doran
Publisher: Packt Publishing Ltd
ISBN: 1785284436
Category : Computers
Languages : en
Pages : 326
Book Description
Create a high-quality first person shooter game using the Unity game engine and the popular UFPS and Probuilder frameworks About This Book Learn how to use Unity in conjunction with UFPS and ProBuilder to create a high-quality game quickly Create both interior and exterior environments A step-by step guide to building a project with clear examples and instructions to create a number of interesting scenarios Who This Book Is For This book is for those who want to create an FPS game in Unity and gain knowledge on how to customize it to be their very own. If you are familiar with the basics of Unity, you will have an easier time, but it should make it possible for someone with no prior experience to learn Unity at an accelerated pace. What You Will Learn Use UFPS to build custom weapons with custom meshes and behaviors Explore level design as you prototype levels, making use of Prototype to build levels out quickly Build environments that are realistic as possible while keeping peak performance and repetitiveness down Review tips and tricks on how to create environments using both terrain for outdoor areas and a modular workflow for interiors Develop a number of different encounters that your players can fight against, from a simple turret enemy to complex AI characters from Shooter AI Discover how to create unique objects such as exploding barrels and objects you can interact with Create a custom GUI to help your game stand out from the crowd Package your game for release, create an installer, and get your game out into the world In Detail Unity, available in free and pro versions, is one of the most popular third-party game engines available. It is a cross-platform game engine, making it easy to write your game once and then port it to PC, consoles, and even the web, making it a great choice for both indie and AAA developers. Building an FPS Game in Unity takes readers on an exploration of how to use Unity to create a 3D first person shooter (FPS) title, leveraging the powerful UFPS framework by VisionPunk and Prototype/ProBuilder 2.0 by ProCore3D. After some setting up, you will start by learning how to create custom weapons, prototype levels, create exterior and interior environments, and breathe life into our levels. We will then add polish to the levels. Finally, we will create a custom GUI and menus for our title to create a complete package. Style and approach An easy-to-follow guide with each project containing step-by-step explanations, diagrams, screenshots, and downloadable material. Concepts in Unity and C# are explained as they are used and for the more inquisitive, there are more details on the concepts used with additional external resources to learn from.
Publisher: Packt Publishing Ltd
ISBN: 1785284436
Category : Computers
Languages : en
Pages : 326
Book Description
Create a high-quality first person shooter game using the Unity game engine and the popular UFPS and Probuilder frameworks About This Book Learn how to use Unity in conjunction with UFPS and ProBuilder to create a high-quality game quickly Create both interior and exterior environments A step-by step guide to building a project with clear examples and instructions to create a number of interesting scenarios Who This Book Is For This book is for those who want to create an FPS game in Unity and gain knowledge on how to customize it to be their very own. If you are familiar with the basics of Unity, you will have an easier time, but it should make it possible for someone with no prior experience to learn Unity at an accelerated pace. What You Will Learn Use UFPS to build custom weapons with custom meshes and behaviors Explore level design as you prototype levels, making use of Prototype to build levels out quickly Build environments that are realistic as possible while keeping peak performance and repetitiveness down Review tips and tricks on how to create environments using both terrain for outdoor areas and a modular workflow for interiors Develop a number of different encounters that your players can fight against, from a simple turret enemy to complex AI characters from Shooter AI Discover how to create unique objects such as exploding barrels and objects you can interact with Create a custom GUI to help your game stand out from the crowd Package your game for release, create an installer, and get your game out into the world In Detail Unity, available in free and pro versions, is one of the most popular third-party game engines available. It is a cross-platform game engine, making it easy to write your game once and then port it to PC, consoles, and even the web, making it a great choice for both indie and AAA developers. Building an FPS Game in Unity takes readers on an exploration of how to use Unity to create a 3D first person shooter (FPS) title, leveraging the powerful UFPS framework by VisionPunk and Prototype/ProBuilder 2.0 by ProCore3D. After some setting up, you will start by learning how to create custom weapons, prototype levels, create exterior and interior environments, and breathe life into our levels. We will then add polish to the levels. Finally, we will create a custom GUI and menus for our title to create a complete package. Style and approach An easy-to-follow guide with each project containing step-by-step explanations, diagrams, screenshots, and downloadable material. Concepts in Unity and C# are explained as they are used and for the more inquisitive, there are more details on the concepts used with additional external resources to learn from.
Microsoft XNA Game Studio 4.0
Author: Rob Miles
Publisher: Pearson Education
ISBN: 0735660255
Category : Computers
Languages : en
Pages : 635
Book Description
Now you can build your own games for your Xbox 360, Windows Phone 7, or Windows-based PC—as you learn the underlying concepts for computer programming. Use this hands-on guide to dive straight into your first project—adding new tools and tricks to your arsenal as you go. No experience required! Learn XNA and C# fundamentals—and increase the challenge with each chapter Write code to create and control game behavior Build your game’s display—from graphics and text to lighting and 3-D effects Capture and cue sounds Process input from keyboards and gamepads Create features for one or multiple players Tweak existing games—and invent totally new ones
Publisher: Pearson Education
ISBN: 0735660255
Category : Computers
Languages : en
Pages : 635
Book Description
Now you can build your own games for your Xbox 360, Windows Phone 7, or Windows-based PC—as you learn the underlying concepts for computer programming. Use this hands-on guide to dive straight into your first project—adding new tools and tricks to your arsenal as you go. No experience required! Learn XNA and C# fundamentals—and increase the challenge with each chapter Write code to create and control game behavior Build your game’s display—from graphics and text to lighting and 3-D effects Capture and cue sounds Process input from keyboards and gamepads Create features for one or multiple players Tweak existing games—and invent totally new ones