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Mobile game design essentials / Charles Scolastici.
EBSCOhost Academic eBook Collection (North America) Available online
EBSCOhost Academic eBook Collection (North America)EBSCOhost Ebook Public Library Collection - North America Available online
EBSCOhost Ebook Public Library Collection - North America- Format:
- Book
- Author/Creator:
- Scolastici, Claudio.
- Series:
- Community experience distilled
- Language:
- English
- Subjects (All):
- Video games--Design.
- Video games--Programming.
- Mobile games.
- Physical Description:
- 1 online resource (358 p.)
- Edition:
- 1st ed.
- Place of Publication:
- Birmingham : Packt Publishing, 2013.
- Language Note:
- English
- Summary:
- A step-by-step guide.This book is for all game developers, designers, and hobbyists who want to create assets for mobile games.
- Contents:
- Intro
- Mobile Game Design Essentials
- Table of Contents
- Credits
- About the Authors
- About the Reviewers
- www.PacktPub.com
- Support files, eBooks, discount offers and more
- Why Subscribe?
- Free Access for Packt account holders
- Preface
- What this book covers
- What you need for this book
- Who this book is for
- Conventions
- Reader feedback
- Customer support
- Downloading the color images of this book
- Errata
- Piracy
- Questions
- 1. Operating Systems - Mobile and Otherwise
- Operating systems
- Mobile operating systems
- Android
- Google Play and Amazon Appstore
- App development
- Games for Android
- Eclipse versus Intellij
- iOS
- The App Store
- Development on iOS
- Xcode
- Using Xcode
- Windows Phone
- Windows Phone Store
- Developing apps with Windows Phone
- Developing a game for Windows Phone with XNA
- Java ME
- Developing games with Java ME
- NetBeans
- BlackBerry
- The BlackBerry App World
- Developing games for BlackBerry
- Summary
- 2. The Mobile Indie Team
- A matter of size
- Key roles in a successful team
- What it takes
- Commitment
- Cohesion
- Software development methodologies
- Discipline
- Professional training
- Passion for games
- The roles in an indie mobile team
- The game designer
- Designer at work
- Designer tools
- The practices of game design
- Academic formation and personality
- No game is ever done!
- The game artist
- Brushes and canvas
- Forms of art
- 2D graphic assets
- 3D graphic assets
- Art schools and creative types
- The programmer
- The programmer's kit
- Coding departments
- Learning to be a programmer
- The game tester
- The tools of deconstruction
- Aspects of game testing
- Skills of a professional player
- University of Gamestop
- The game producer
- Keeping things organized.
- Key questions of a producer
- Skills for all!
- Who is the producer?
- The sound designer
- Creating music and sound fx
- Audio skills and tasks
- Schools of sound production
- Audio personality
- 3. Graphics for Mobile
- Pixels and vectors
- Pixels
- Vectors
- The graphic file formats
- Raster graphics
- Vector graphics
- Videos in videogames
- Software to create game graphics
- Resolution issues with mobile games
- Sprites
- Backgrounds
- Tiles
- The parallax motion
- Masking
- 3D models
- Texturing
- Materials
- UV Mapping
- More on textures
- Baking
- Animations
- Designing a character for mobile
- The character design process
- Silhouettes
- Colors for mobile
- The user interface and HUD
- 4. Audio for Mobile
- Digital sound technology
- Analog versus digital
- Recording and playback
- Recording
- The sample rate
- The word length
- Compression
- Uncompressed
- Lossless compression
- Lossy compression
- Playback
- Types of game sounds
- Dynamic audio
- Adaptive audio
- Interactive audio
- Non-Dynamic linear sounds and music
- Diegetic sounds
- Adaptive
- Interactive
- Non-Dynamic
- Non-Diegetic sounds
- Kinetic gestural interaction
- The audio editing software
- Avid Pro Tools
- Sound Forge/Sonic Foundry
- Audacity
- Ableton Live
- Designing audio for mobile games
- Planning the audio in advance
- Hardware limitations for mobile games audio
- The role of audio in mobile games
- Listening conditions for mobile games
- Best practices for mobile games audio design
- Scripting skills for a mobile audio designer
- File compression
- Looping background music
- To learn more
- Final advice
- 5. Coding Games
- Main features of programming languages
- Libraries
- Abstraction.
- Implementation
- Usage
- Game programming
- C++
- Memory management
- Objects
- Complaints about C++
- Java
- Syntax
- Java for mobile - Java ME
- Objective-C
- Cocoa
- Cocoa Touch
- Working with objects
- Extending classes with categories
- Protocols define messaging contracts
- Values and collections
- Blocks
- Objective-C conventions
- Getting started
- HTML5
- Canvas
- HTML5 and Flash
- Issues with HTML5
- HTML5 games
- Conclusions
- Scripting languages
- Structure of a game program
- Initialization
- The game loop
- Termination
- Conclusion
- 6. Mobile Game Controls
- Input technology
- Touchscreens
- Keypads
- Touchscreen gestures
- Single-tap
- Double-tap
- Long press
- Scroll
- Spread and pinch
- Pan
- Flick
- Multifinger tap
- Multifinger scroll
- Rotate
- Input interfaces for mobile games
- Built-in devices
- GPS
- Accelerometer
- Camera
- Microphone
- External controllers
- Gamepads
- Analog sticks
- Touch-enabled cases
- Grip
- Cabinets
- Headphones
- Future technologies
- Eye tracking
- Brainwave readers
- 7. Interface Design for Mobile Games
- The role of the user interface
- Approaching user interface design
- UI in videogames
- Designing the UI
- Aesthetics
- More on vectors and rasters
- Designing icons
- Best practices in UI design
- Search for references
- The screen flow
- Functionality
- Wireframes
- The button size
- The main screen
- Test and iterate
- Evergreen options
- Multiple save slots
- Screen rotation
- Calibrations and reconfigurations
- Challenges
- Experiment
- 8. Mobile Game Engines
- What engines can do
- What engines can't do
- Game engines
- 2D game engines
- Torque 2D
- Cocos2D
- Corona SDK
- 3D game engines
- Shiva 3D
- Unity 3D
- Top-quality engines.
- Unreal/UDK
- Educational engines
- GameMaker
- GameSalad
- Unity3D Tutorial - part 1
- Tutorial part 1A - importing 3D models
- Tutorial part 1B - setting up the scene
- 9. Prototyping
- Steps in the prototyping process
- Defining the prototype
- Building the prototype
- Testing the prototype
- Fixing the prototype
- Prototyping styles
- Horizontal prototype
- Vertical prototype
- Types of prototyping
- Disposable code
- Your imagination
- Pencil and paper
- Visual prototypes
- Interactive prototypes
- Reusable code
- Why prototype?
- What to avoid
- Tools
- Tools for rapid prototyping
- Unity3D tutorial - part 2
- The player's ship
- The aliens
- Firing
- 10. Balancing, Tuning, and Polishing Mobile Games
- Balancing
- Symmetry
- Randomization
- Feedback loops
- Game director
- Statistics
- Tuning
- Tuning strategies
- Difficulty settings
- Global difficulty
- Unity 3D tutorial - part 3
- The barriers
- The player's ship reprise
- Refining the details
- Adding a GUI
- Adding audio effects
- Particle system effects
- Unity 3D tutorial summary
- 11. Mobile Game Design
- The basic game design process
- The dos and don'ts of game design
- Dos
- Don'ts
- Designing mobile games
- Hardware limitations
- Screen size
- Game controls
- Audio output
- File size
- Processing power
- Mobile design constraints
- Play time
- Game depth
- Mobile environment
- Smartphones
- Single player versus multiplayer
- The mobile market
- Mobile gamers
- Business models
- Premium
- Freemium
- Ad supported
- Hybrid
- Choosing the right business model
- What makes games fun
- The four keys to fun - the game mechanics that drive play
- Hard fun - emotions from meaningful challenges, strategies, and puzzles.
- Easy fun - grab attention with ambiguity, incompleteness, and detail
- The people factor - create opportunities for player competition, cooperation, performance, and spectacle
- Raph Koster and Roger Caillois
- 12. Pitching a Mobile Game
- The pitch document
- Importance of pitching
- Game concept
- References
- Prototypes
- Stuck?
- Genre
- Target audience
- Key features
- Target platform and competitors
- Game mechanics
- Control scheme and interface
- Scoring system and achievements
- A gameplay example
- Screen flow and screens relationship
- Game flow
- Tech
- Screenshot
- Team/Designer resume
- Lilypads pitch document
- Concept
- Target
- Platform
- Competitors
- Character design
- Score
- Virtual currency
- IAP (In-App Purchase)
- Achievements and leaderboards
- Additional game elements
- Screen flow
- Game features
- The iPhone 4
- Game screen study
- A list of assets
- Graphics
- Audio
- Software
- Schedule and budget
- Index.
- Notes:
- Bibliographic Level Mode of Issuance: Monograph
- Includes bibliographical references and index.
- Description based on online resource; title from PDF title page (ebrary, viewed December 20, 2013).
- ISBN:
- 9781461952985
- 1461952980
- 9781849692991
- 1849692998
- OCLC:
- 864382001
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