My Account Log in

3 options

Gamification with Unity 5.x : build exhilarating gaming experiences using a wide range of game elements in Unity 5.x / Lauren S. Ferro.

EBSCOhost Academic eBook Collection (North America) Available online

View online

Ebook Central College Complete Available online

View online

O'Reilly Online Learning: Academic/Public Library Edition Available online

View online
Format:
Book
Author/Creator:
Ferro, Lauren S., author.
Language:
English
Subjects (All):
Unity (Electronic resource).
Computer graphics.
User interfaces (Computer systems).
Physical Description:
1 online resource (321 pages) : color illustrations
Edition:
1st edition
Other Title:
Build exhilarating gaming experiences using a wide range of game elements in Unity 5.x
Place of Publication:
Birmingham, England ; Mumbai, [India] : Packt Publishing, 2016.
System Details:
text file
Summary:
Build exhilarating gaming experiences using a wide range of game elements in Unity 5.x About This Book Achieve your goals in a fun-filled way by creating gamification projects from scratch Leverage the Unity 5.X toolkit to create stunning and appealing projects Make your transition towards a pro project manager/ developer by learning tricks and techniques Who This Book Is For If you are a project manager, game developer, or programmer who wants to create successful end-to-end gamification projects from scratch, then this is the book for you. You do not need any previous experience of working with Unity 5.X. All the details required to make the most of gamifying your projects are provided in the book. What You Will Learn Assess your learners' abilities by setting up challenges and quests Implement the game elements that relate to the project into Unity Publish your own task management application to better engage readers Improve your design using methods of playtesting and iteration Issue OpenBadges to recognize achievements and set up an online database to store your users achievements. In Detail Are you looking at implementing gamification techniques for your business and wondering where to get a complete rundown of all the tricks and techniques? Well, you have come to the right place! This book will start right from the basics such as gameplay elements and their functionalities before gradually moving onto creating your first gamification project from scratch. You'll be given the tools and shown how to perform various techniques for creating gamified applications in different contexts. Finally, you will implement various game elements into Unity, publish your own task management application, and get to know the best practices and approaches when designing gamified experiences. Style and approach This book takes a real-world case studies approach, moving ahead in a step-by-step tutorial manner. You will create your own project from scratch, and the practical examples will help you create a successful gamification project.
Contents:
Cover
Copyright
Credits
About the Author
About the Reviewer
www.PacktPub.com
Table of Contents
Preface
Chapter 1: The Anatomy of Games
Not just pixels and programming
Finding your preferred type
Playing to learn
Minecraft
Kerbal Space Program
Sid Meier's Civilization
Stop kidding around, be serious!
America's Army
Foldit
Moonbase Alpha
Keeping it real with simulations
Virtual Heroes
SimCity
From Dust
Gamify all things with gamification
Language learning with DuoLingo
Game elements and mechanics
Becoming a better human with Habitica (HabitRPG)
Shop till you drop with AliExpress (mobile application)
What is game design?
Conjuring the elements
Getting elemental
Getting mechanical
Difference between gameplay and game mechanics
Competency and complacency
where do we draw the line?
Examples of feedback and reinforcement
The internal flame for doing…anything
Read this and you'll get candies
A little bit of conditioning to control user behavior
Classical conditioning
Operant conditioning
Avoid spoiling the player
Summary
Chapter 2: Who or What Am I? Understanding the Player
The players - who are they and where do they come from?
Getting contextual
Who is our application targeting?
The user
The amount of dedication
Defining the role of your player
Deciding on what you want your users to achieve
Getting the player to achieve it
Engaging the player
Getting loopy about engagement
Engagement loops
Progression loops
Creating a user profile system in Unity
Setting up the Unity project
Getting personal with some profile information
Showing off that beautiful smile
Chapter 3: An Engaged Player is a Happy Player.
Keeping 'em engaged
How am I doing?
Keeping it visual
What's that noise?
Someone call a doctor!
Circular health bar
Lives counter
On point!
You've come this far, keep going
Making progress
Showing off how awesome you are
Badges, badges, badges
Achievement unlocked!
Implementing an achievement system
Example of usage
Taking in the view with dashboards
There is no I in team
Adding an element of fun to agile frameworks
Chapter 4: Organized Chaos - Getting Ideas Out of Your Head and on to Paper
Brainstorming - getting it all out on the table
Tools and methods for getting ideas out and organizing thoughts
Start pinning with Pinterest
Starting with a fresh slate
Never forget with Evernote
Brainstorming activities
Spinning the wheel of randomness
Getting in and among it
Game on with Gamicards
The great exchange
Getting moody with mood boards
Creating the ideal ideation sessions
Implementing a brainstorming tool in Unity to shuffle ideas
Making a new friend with editor scripts
Creating an editor script
Opening a new editor window
Drawing something inside our editor window
Adding a scrollable text area
Inserting a button and implementing the shuffle function
Showing the extracted idea
Testing our brainstorming tool
Chapter 5: Sculpting the Conceptual Beast
Creating a Game Design Document
Google Drive
Word (and Microsoft Office)
InDesign
Creating a prototype - what you'll need
Gathering your humans
Having a plan!
Setting a date
Scoping it out
Keeping it short and to the point
What's your poison?
Getting your jam on!
Failing is an option
Touching base
Methods of prototyping
Paper prototyping
Rapid prototyping
Tools for prototyping in Unity
Placeholder sprites.
Composing figures
Arrow
Star
Assets mock-up
Substituting the temporary assets
Using labels
Gizmos
Getting basic core concepts into Unity
Quick navigation
Revisiting the prototype
Testing with the closest people
Testing with external people
How to test
Revisiting your prototype and iterating
Chapter 6: Breathing Life into Your First Creation - Creating and Importing Assets for Your Application
Designing the application
Creating the game elements
Adobe Illustrator
Vector graphics
An introduction to Illustrator
Creating badges in Illustrator
Getting all rounded
Using the Shape tool
Using the effect
Showing the best of you with badges
Aiming above the bar
Putting it all together with sprite sheets
Importing and setting our assets in Unity
Importing assets
Import Settings
The Sprite Editor
Testing our settings
Testing the packing tag
Testing the dimensions of the sprites
Chapter 7: Get Your Motor Running
Designing our application
Getting started
Creating the application interface
The lateral menu
The interface
Opening and closing the menu
Adding items to the menu
The Home page
The Tasks page
Navigating through the different screens
Defining tasks
Object-oriented
The Task class
Dealing with tasks
A prefab as Task panel
The Task manager
Allowing the user to create new Tasks
Create Task button
Delete task button
Adding the icon
Inserting the title
Inserting the Due date
Selecting the Task priority
Setting up the Tasks page
Chapter 8: Break, Destroy, and Rebuild - the Art of Playtesting and Iteration
Playtesting
Methods of playtesting
Going solo
Group testing
Open or controlled
Getting the info - have a plan!.
Recruiting the chosen ones!
People you know
People you don't know
The people who you are targeting
Setting up the play-date for playtesting
A little goes a long way
Getting everyone on the same page
Play time!
Methods of playtesting - game time!
Observing how testers are playing
Asking the right questions
During the playtest
After the game
Asking them to explain the game to you
Keeping it balanced with rules
Interacting and the interface
Post-mortem - evaluating the playtest
Reflecting at the end of it all
Iteration
The iteration cycle
When to stop?
Data persistence in our application
PlayerPrefs in Unity
The Set function
The Get function
Erasing an entry
Erasing all the data
Saving local data in a custom file
Using a database
Connecting our application to a database
Why are databases important for playtesting?
Services for databases
Playfab in Unity
Downloading the SDK from the website
Importing and setting the SDK in Unity for databases
Creating a login system for your users
Exchanging data
Chapter 9: Graduating Your Project to Completion
Finishing the application
Optimizing the project for a mobile platform
Processing the power
For 2D games
For 3D games
Other considerations
Test, test, and test again
Don't have access to many devices? Not a problem
Getting it ready to publish
Don't be modest, promote your game!
Sharing is caring
Facebook
Twitter
LinkedIn
Instagram
Snapchat and Vine
YouTube
Blogs and websites
Documenting the process
Describing updates
MailChimp
Paying attention to statistics
Engaging with your audience
Rewarding engagement
It's a hoot! Managing social networks
Remembering time zones
Tag! You're it
Getting commercial.
Terms, conditions, policies, and agreements
The publishing checklist
Now it's time to press the Build button
Where do I begin?
Short-term
Long-term
Towards new horizons
Chapter 10: Being the Best That You Can Be!
Getting your game on without overdoing it
Understand what gamification is and what it is not
Kids see through chocolate covered broccoli, and so do adults
Using gamification in moderation
Getting tangential
Be prepared to fail
Test it!
The iterative cycle
Backup…everywhere
Teamwork…play nice
New and future directions
Uses within education
Homework management
Who wants to be a knowledge-aire?
Hide and seek
The ultimate race
Uses within business
Uses within personal life
Improving your skills once you have finished this book
Become a researcher
Make design a daily habit
Redesigning your favorite games as board games
Never. Stop. Learning
Play to win and play to explore
Read game guides
Participate, compete, and get together
Index.
Notes:
Includes index.
Description based on online resource; title from PDF title page (ebrary, viewed February 28, 2017).
OCLC:
966617012

The Penn Libraries is committed to describing library materials using current, accurate, and responsible language. If you discover outdated or inaccurate language, please fill out this feedback form to report it and suggest alternative language.

My Account

Shelf Request an item Bookmarks Fines and fees Settings

Guides

Using the Library Catalog Using Articles+ Library Account