How to Make a Game - Minhaz-Us-Salakeen Fahme, Tanimul Haque Khan

How to Make a Game

Go From Idea to Publication Avoiding the Common Pitfalls Along the Way
Buch | Softcover
278 Seiten
2021 | 1st ed.
Apress (Verlag)
978-1-4842-6916-9 (ISBN)
58,84 inkl. MwSt
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.

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.

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.

Erscheinungsdatum
Zusatzinfo 41 Illustrations, black and white; XX, 278 p. 41 illus.
Verlagsort Berkley
Sprache englisch
Maße 155 x 235 mm
Themenwelt Mathematik / Informatik Informatik Programmiersprachen / -werkzeuge
Informatik Software Entwicklung Spieleprogrammierung
Schlagworte game analysis • Game Design • Game Design Document • Game Development • game engines • mistakes • Pitfalls • RPG/role playing games
ISBN-10 1-4842-6916-0 / 1484269160
ISBN-13 978-1-4842-6916-9 / 9781484269169
Zustand Neuware
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