Best of
Game-Design
2013
Designing Games
Tynan Sylvester - 2013
You’ll learn principles and practices for crafting games that generate emotionally charged experiences—a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players.In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design.Create game mechanics to trigger a range of emotions and provide a variety of playExplore several options for combining narrative with interactivityBuild interactions that let multiplayer gamers get into each other’s headsMotivate players through rewards that align with the rest of the gameEstablish a metaphor vocabulary to help players learn which design aspects are game mechanicsPlan, test, and analyze your design through iteration rather than deciding everything up frontLearn how your game’s market positioning will affect your design
iOS Games by Tutorials
Ray Wenderlich - 2013
Through a series of mini-games and challenges, you will go from beginner to advanced and learn everything you need to make your own game!iOS Games by Tutorials covers the following topics: Sprites: Get started quickly and get your images onto your screen. Manual Movement: Move sprites manually with a crash course on 2D math. Actions: Learn how to move sprites the "easy way" using Sprite Kit actions. Scenes and Transitions: Make multiple screens in your app and move between them. Physics: Add realistic physics behavior into your games. Beyond Sprites: Add video nodes, core image filters, and custom shapes. Particle Systems: Add explosions, star fields, and other special effects. Adding "Juice" Take your game from good to great by polishing it until it shines. Game Center: Add achievements, leaderboards, & multiplayer support to your games. Accelerometer: Learn how to control your game through tilting your device. UIKit: Combine the power of UIKit with the Sprite Kit framework. AirPlay: Display your game on the Apple TV with the device as a controller. Tile Maps: Make games that use tile maps. Scrolling: Make levels that scroll across the screen. And much more, including: Fonts and text, saving and loading games, and three bonus downloadable chapters!The iOS Tutorial Team takes pride in making sure each tutorial we write holds to the highest standards of quality. We want our tutorials to be well written, easy to follow, and fun. And we don't want to just skim the surface of a subject - we want to really dig into it, so you can truly understand how it works and apply the knowledge directly in your own apps.By the time you're finished reading this book, you will have made 5 complete mini-games from scratch, from zombie action to space shooter to top-down racer!
Rig It Right! Maya Animation Rigging Concepts
Tina O'Hailey - 2013
Move from a bi-pedal character to a quad- or poly-pedal and, well, things just got real. Where do you begin?Unlike all of those button-pushing manuals out there, Rig it Right! breaks down rigging so that you can achieve a fundamental understanding of the concept, allowing you to rig more intuitively in your own work. Veteran animation professor Tina O'Hailey will get you up and rigging in a matter of hours with step-by-step tutorials covering multiple animation control types, connection methods, interactive skinning, BlendShapes, edgeloops, and joint placement, to name a few. The concept of a bi-ped is explored as a human compared to a bird character allowing you to see that a bi-ped is a bi-ped and how to problem solve for the limbs at hand. After you have moved beyond basic bi-pedal characters, Rig it Right! will take you to a more advanced level where you will learn how to create stretchy rigs with invisible control systems and use that to create your own types of rigs.
Game AI Pro: Collected Wisdom of Game AI Professionals
Steven Rabin - 2013
Fused under tight production deadlines and strict performance requirements, shaped by demanding player expectations, games are among the most complex software projects created today. Game AI Pro: Collected Wisdom of Game AI Professionals covers both the art and the technology of game AI. Nothing covered is theory or guesswork. The book brings together the accumulated wisdom, cutting-edge ideas, and clever tricks and techniques of 54 of today's top game AI professionals. Some chapters present techniques that have been developed and passed down within the community for years while others discuss the most exciting new research and ideas from today's most innovative games.The book includes core algorithms that you'll need to succeed, such as behavior trees, utility theory, spatial representation, path planning, motion control, and tactical reasoning. It also describes tricks and techniques that will truly bring your game to life, including perception systems, social modeling, smart camera systems, player prediction, and even an AI sound designer. Throughout, the book discusses the optimizations and performance enhancements that enable your game to run while maintaining 60 frames per second.
d'artiste Matte Painting 3
David Luong - 2013
In Matte Painting 3, learn award-winning techniques from the masters of game and film matte painting: David Luong, Damien Mace, and Milan Schere.The three matte painting masters each walk you through their personal method of creating the types of images that have them at the top of their game. D'artiste's unique format offers a timeless keepsake as it investigates in visual and written form, the creative process, rather than just a specific software "how to."Together the three master artists can boast of dozens of Hollywood blockbusters and hit games, such as World of Warcraft and Avatar. They bring this wealth of experience to Matte Painting 3, which covers everything from concept to painting and 3D techniques and tricks to the stunning completion of complex environments.Matte painting is an area where vision and talent are combined to great effect—this book shows how to reach the highest level with guidance both visually and written by those already at the top of their game. Matte Painting 3 is an essential guide for any professional or developing artist to help take them to the next level.Matte Painting 3 has been produced due to the popularity of Matte Painting 1 and 2. Get the latest in this series, complete your set of d'artiste books, and become the best you can be.
Game Development Principles
Alan Thorn - 2013
Compelling, successful games--games that enchant players and stand the test of time--are created by developers who have absorbed the fundamental principles of good game design. Unless you get your mind around that basic theoretical framework, making games is destined to remain a frustrating, disappointing exercise. In GAME DEVELOPMENT PRINCIPLES, developer Alan Thorn clearly lays out the core theoretical knowledge on which most successful game developers rely--the concepts, workflow practices, techniques, and general details that go into the making of great computer games. Each chapter focuses on a key set of development concepts, including game math, textures and materials, geometry and topology, lighting, sound, effects, and more. Through a variety of illustrations, case studies, and examples, all your questions about the fundamentals of game development will be answered in a friendly, easy-to-grasp way. And you'll finish GAME DEVELOPMENT PRINCIPLES with a strong understanding of game development's core theoretical concepts.
The Visual Time Traveller: 500 Years of History, Art and Science in 100 Unique Designs
Alison Hackett - 2013
The pages were designed and drawn by graphic artists.
Getting Started with C++ Audio Programming for Game Development
David Gouveia - 2013
From music to sound effects or dialogue, it helps to reinforce the experience, convey the mood, and give feedback to the player. Presently, many games have achieved commercial success by incorporating game sounds that have enhanced the user experience. You can achieve this in your games with the help of the FMOD library. This book provides you with a practical guide to implementing the FMOD toolkit in your games.Getting Started with C++ Audio Programming for Game Developers is a quick and practical introduction to the most important audio programming topics that any game developer is expected to know. Whether you need to play only a few audio files or you intend to design a complex audio simulation, this book will help you get started enhancing your game with audio programs.Getting Started with C++ Audio Programming for Game Developers covers a broad range of topics – from loading and playing audio files to simulating sounds within a virtual environment and implementing interactive sounds that react to events in the game.The book starts off with an explanation of the fundamental audio concepts, after which it proceeds to explain how to use the FMOD Ex library, how to implement a 3D audio simulation, how to use the FMOD Designer toolkit, and how best to work with multi-layered sounds with complex behaviors attached to them. The final part of the book deals with working with audio at a much lower level by manipulating audio data directly.This book will provide you with a good foundation so that you can successfully implement audio into your games and begin pursuing other advanced topics in audio programming with confidence. Approach This book is a standard tutorial targeted at game developers which aims to help them incorporate audio programming techniques to enhance their gameplay experience. Who this book is for This book is perfect for C++ game developers who have no experience with audio programming and who would like a quick introduction to the most important topics required to integrate audio into a game.
New Traditional Games for Learning: A Case Book
Alex Moseley - 2013
However, a number of practitioners and small creative groups have used low-cost, traditional approaches to games in learning effectively - involving simple card, board or indoor/outdoor activity games. New Traditional Games for Learning brings together examples of this approach, which span continents (UK, western and eastern Europe, the US, and Australia), sectors (education, training, and business) and learner styles or ages (primary through to adult and work-based learning or training). Together, the chapters provide a wealth of evidence-based ideas for the teacher, tutor, or trainer interested in using games for learning, but turned off by visible high-end examples.An editors' introduction pulls the collection together, identifying shared themes and drawing on the editors' own research in the use of games for learning. The book concludes with a chapter by a professional board game designer, incorporating themes prevalent in the preceding chapters and reflecting on game design, development and marketing in the commercial sector, providing valuable practical advice for those who want to take their own creations further.