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How to Make a Game: Go From Idea to Publication Avoiding the Common Pitfalls Along the Way

Autor Minhaz-Us-Salakeen Fahme, Tanimul Haque Khan
en Limba Engleză Paperback – 25 mai 2021
Get a head start on making your games efficiently by avoiding common design and development pitfalls. Video games combine art and programming; this unique position has opened up opportunities for many pitfalls. This book takes you through the fundamentals of game making and the usual mistakes and bad practices that can harm your games. 
We start with the common difficulties and challenges, ways to find the gaps, and game design. Next, we discuss game engines and other tools you need to choose while making a game, how you should choose them, and the design documents you need to make. We also cover simple but important tweaks in game mechanics as well as the look and feel of your game. We will also discuss conventions for naming, code structuring, project structuring, and coding.
Your thought process will be guided in a way that you can look for the proper approach to make a successful game. The book sheds light upon how to improve the overall game experience andfinalize the game for release.  Along the journey, we will explore some interesting stories of games and mythology as well.
By the end of the book, you will know about the basic life cycle of a game development process and how to not make a game. 
What You Will Learn
  • Discover the fundamentals of game design 
  • See some intermediate coding tricks to make your games better
  • Grasp the pitfalls to avoid while designing and programming games
  • Master the different conventions and practices for file naming and structuring your projects 
Who This Book Is For
People who want to make games. Basic programming experience is assumed.
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Specificații

ISBN-13: 9781484269169
ISBN-10: 1484269160
Pagini: 180
Ilustrații: XX, 278 p. 41 illus.
Dimensiuni: 155 x 235 x 27 mm
Greutate: 0.46 kg
Ediția:1st ed.
Editura: Apress
Colecția Apress
Locul publicării:Berkeley, CA, United States

Cuprins

Chapter 1: Don't.- Chapter 2: The Fault in Our Stars.- Chapter 3: Don't Reinvent the Wheel.- Chapter 4: Choose Your Arsenal.- Chapter 5: It's All in My Head/ Don't Keep It All in Your Head.- Chapter 6: A Stitch in Time Saves Nine.- Chapter 7: Git Good.- Chapter 8: Get Smart!.- Chapter 9: Game Design - The Three musketeers!.- Chapter 10: Game Feel and Effects.- Chapter 11: Input Matters.- Chapter 12: Help!.- Chapter 13: Platform Choosing (Pros n Cons).- Chapter 14: The Great Filter/Fermi Paradox.- Chapter 15: Gameover - The Myth of Sisyphus/Insanity Loop/Core Loop.

Notă biografică

Minhaz-Us-Salakeen Fahme is the co-founder and CEO of Battery Low Interactive Ltd—a company that makes wishes come true. It started as a game studio in 2015 and over the years, grew into a bunch of wings- each working dedicatedly on serious games; web and app development; business and marketing solutions using augmented reality and virtual reality; digital marketing; and small-scale indie games. With their outreach campaigns, Battery Low has reached half a million kids with the experience of immersive technology for the first time. Fahme also conducts sessions on AR, VR, MR, game design, entrepreneurship, career, and leadership for youth and entrepreneurs in educational institutions, national, and international events. He is a blogger and game designer/writer by passion while cats, travels, live concerts, epic fantasies keep him running.

Tanimul Haque Khan is the head of the Unity department of Brain Station 23, a service-based company. Healong with his team has been providing AR/VR enterprise solutions since 2018. He has been working with Unity technologies since 2015. He has played an uncountable number of games across multiple platforms mostly on PC and console. He is one of the most well-recognized Unity developers in Bangladesh. Aside from the tech industry he has also co-founded the very first cat cafe in Bangladesh known as Capawcino.


Textul de pe ultima copertă

Get a head start on making your games efficiently by avoiding common design and development pitfalls. Video games combine art and programming; this unique position has opened up opportunities for many pitfalls. This book takes you through the fundamentals of game making and the usual mistakes and bad practices that can harm your games. 
We start with the common difficulties and challenges, ways to find the gaps, and game design. Next, we discuss game engines and other tools you need to choose while making a game, how you should choose them, and the design documents you need to make. We also cover simple but important tweaks in game mechanics as well as the look and feel of your game. We will also discuss conventions for naming, code structuring, project structuring, and coding.
Your thought process will be guided in a way that you can look for the proper approach to make a successful game. The book sheds light upon how to improve the overall game experience and finalize the game for release.  Along the journey, we will explore some interesting stories of games and mythology as well.
By the end of the book, you will know about the basic life cycle of a game development process and how to not make a game. 
You will:
  • Discover the fundamentals of game design 
  • See some intermediate coding tricks to make your games better
  • Grasp the pitfalls to avoid while designing and programming games
  • Master the different conventions and practices for file naming and structuring your projects 

Caracteristici

Helps you avoid all the usual mistakes Contains example and experience-oriented knowledge Takes you on the complete game-making journey