Jumat, 12 Mei 2017

Ebook Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game with Unity and C#

Ebook Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game with Unity and C#

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Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game with Unity and C#

Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game with Unity and C#


Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game with Unity and C#


Ebook Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game with Unity and C#

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Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game with Unity and C#

Review

Praise for Introduction to Game Design, Prototyping, and Development   “Introduction to Game Design, Prototyping, and Development combines a solid grounding in evolving game design theory with a wealth of detailed examples of prototypes for digital games. Together these provide an excellent introduction to game design and development that culminates in making working games with Unity. This book will be useful for both introductory courses and as a reference for expert designers. I will be using this book in my game design classes, and it will be among those few to which I often refer.” –Michael Sellers Professor of Practice in Game Design, Indiana University, former Creative Director at Rumble Entertainment, and General Manager at Kabam   “Prototyping and play-testing are often the most misunderstood and/or underutilized steps in the game design and development process. Iterative cycles of testing and refining are key to the early stages of making a good game. Novices will often believe that they need to know everything about a language or build every asset of the game before they can really get started. Gibson’s new book prepares readers to go ahead and dive in to the actual design and prototyping process right away; providing the basics of process and technology with excellent “starter kits” for different types of games to jumpstart their entry into the practice.” –Stephen Jacobs Associate Director, RIT Center for Media, Art, Games, Interaction, and Creativity (MAGIC) and Professor, School of Interactive Games and Media   “Jeremy Gibson’s Introduction to Game Design, Prototyping, and Development deftly combines the necessary philosophical and practical concepts for anyone looking to become a Game Designer. This book will take you on a journey from high-level design theories, through game development concepts and programming foundations in order to make your own playable video games. Jeremy uses his years of experience as a professor to teach the reader how to think with vital game design mindsets so that you can create a game with all the right tools at hand. A must-read for someone who wants to dive right into making their first game and a great refresher for industry veterans.” –Michelle Pun Senior Game Designer, Zynga

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About the Author

Jeremy Gibson is a lecturer teaching computer game design for the Electrical Engineering and Computer Science department at the University of Michigan Ann Arbor and is the founder of ExNinja Interactive, LLC. From 2009 to 2013, he was an Assistant Professor teaching game design and protyping for the Interactive Media and Games Division of the University of Southern California’s School of Cinematic Arts, which was the number one game design school in North America throughout his tenure there. Jeremy serves the IndieCade independent game festival as the Chair for Education and Advancement, where he is responsible for the IndieXchange and GameU conference tracks, and he has spoken at the Game Developers Conference every year since 2009. Jeremy earned a Master of Entertainment Technology degree from Carnegie Mellon University’s Entertainment Technology Center in 2007 and a Bachelor of Science degree in Radio, Television, and Film from the University of Texas at Austin in 1999. Jeremy has worked as a programmer and prototyper for companies such as Human Code and frog design, has taught classes for Great Northern Way Campus (in Vancouver, BC), Texas State University, the Art Institute of Pittsburgh, Austin Community College, and the University of Texas at Austin, and has worked for Walt Disney Imagineering, Maxis, and Electronic Arts/Pogo.com, among others. While in graduate school, his team created the game Skyrates, which won the Silver Gleemax Award at the 2008 Independent Games Festival. Jeremy also apparently has the distinction of being the first person to ever teach game design in Costa Rica.

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Product details

Series: Game Design

Paperback: 944 pages

Publisher: Addison-Wesley Professional; 1 edition (July 21, 2014)

Language: English

ISBN-10: 0321933168

ISBN-13: 978-0321933164

Product Dimensions:

7 x 1.4 x 8.8 inches

Shipping Weight: 3.2 pounds (View shipping rates and policies)

Average Customer Review:

4.5 out of 5 stars

57 customer reviews

Amazon Best Sellers Rank:

#164,850 in Books (See Top 100 in Books)

Part 1 of this book (game-design theory) is a clear and illuminating overview of what is obviously a big topic. It makes clear that there's a lot more preparation required when designing a game than many designers realise.Part 2 introduces C#. If you've programmed before, you can skim most of it. Chapter 18 ("Hello World") is a must-read, though, as it introduces Unity and demonstrates how to create a project and add elements to it. (Not having used Unity before, I was shocked that I could create a particle storm with only two-lines of code.)Part 3 walks the reader through creating eight games of increasing complexity.I recommend this book to you if you'd like to learn how to create well designed games using Unity and C#.

As a Software Development student off for the summer, I decided that I could learn C# on my own and get introduced to Unity and actually try to make a game; being an avid gamer, such a thing appeals to me. Introduction to Game Design, Prototyping, and Development seemed like it had very solid reviews and I bought the book in early May of this year, 2015. I must say, I am very happy that I did and this book is a great summer project. There are great insights into the art of game making itself and concepts of probability, an excellent primer on the basics of C#, and very fun and useful tutorials that are very sound from a software development standpoint.Also, the author, Jeremy Gibson, is approachable and actually took the time to answer a few email questions that I have had. It is pretty obvious that he lives for gaming and loves teaching about it and being involved with it. Being very passionate about the subject matter, Jeremy's writing comes off as entertaining and is never boring or flat, at least, in my opinion.The Appendices are also very good and there is a ton of useful information. One must keep in mind that this is an introduction to gaming and C# and is only meant as such. It is a great starting point to get yourself acclimated to the Unity environment, while learning good software techniques and practices in what is probably the best language for Unity--C#.Thanks for reading my review.

Started reading this book on 8/7/2014When i was looking for a book that covered Unity programming (C# that is) i found a few books that seemed like they could very well get the job done. This book is brand new and full of good research. It does not teach you how to program until about page 250. The amount of text on each page is enormous, full of information. Im on chapter 4 already and i feel like before i get to the programming side of this book i will have a better understanding of what i will even be needing to program. There is 8 games that you program near the last part of the book after a thorough intro to C# script in unity. The logic that he programs into the games is broad and clever enough to get you on your feet, and there are many tools and tricks that follow.In conclusion: This book goes deep into game design and getting your ideas into code.I have a large library of books covering animation, programming, art, game design.... and this book seems like one i will be happy to finish.Cheers! 5 out of 5 for how much research is in this book alone Plus how clear he talks in his text.

If you are brand new to programming, this might not be the best book to use as an introduction to the trifecta of Unity, programming, and game design. I would consider it more of an advanced beginner to intermediate level book. If you already know a little programming or if you have read one of the other Unity by Example books, then is a great second step on your path to becoming a game developer.I found Part One of the book, Game Design and Paper Prototyping, to be the most difficult of the three sections. It reads like a college text book with lots of theory and philosophical discussions. Part One begins with a lengthy discussion of what a "game" actually is, discussing the conflicting definitions presented by several people. Next comes a discussion on Game Analysis Frameworks. Mr. Gibson discusses three Frameworks developed by other individuals, and then presents his own Framework. He compares and contrasts his new framework to its predecessors, and explains how they are different and alike. Heavy stuff. Honestly I only made it through Chapter 4 before I put Part One on hold, and moved on to Part Two. I will get back to Part One day, I promise.Part Two begins with more definitions, a summary about the advantages of using Unity and C#, and a brief introduction to the C# programming language, but you quickly move on to the Unity installation and running Unity's demo game: Angry Bots. Next comes a very, very brief (1/2 page) explanation of Unity's various windows. Your first Unity program is the standard "Hello World!", but then you get to "Unity-fy" it by adding some falling cubes. Snazzy! The rest of the Part Two - Chapters 19-27 - include hard-core lessons/lectures in various computer programming topics: variables, Vector3s, Quaternion, boolean operations, conditionals, loops, lists, arrays, functions, object-oriented classes. My favorite chapter was the one on Debugging. You need to learn to love debugging if you are going to be a programmer.Part Three (page 419) starts the fun stuff: building games using Unity. The first game is Apple Picker, and I found it liberating when Mr. Gibson talks about using "programmer art" which is just a placeholder for the "real" art that will be incorporated later. He stresses that you don't need fantastic art to get your game up and running. I know it is common sense, but it was nice to hear those words from an expert. My new mantra is, "Don't worry about the art, just start coding." As for the actual code instructions, they are clear and concise, but they are not what I would call the step-by-step hand-holding variety. How to do something is fully explained once, and after that it is assumed that you will remember the steps. If you don't remember you are directed to the index so you can look up the instructions. If you are new to programming AND Unity this method of instruction might get a little frustrating. The examples/prototypes in this book also have a level of code complexity which is much greater than in other absolute beginner Unity books. You will learn a lot more fancy coding tricks, and not so obvious ways to accomplish a task. Again, this may be intimidating if you have never coded before.So in summary if you have never opened a programming book before, it might be better to start with a book like Unity by Example or Unity in 24 Hours and save this one till you are a little more comfortable with navigating Unity. If you have used Unity before or if you have programmed in the past, this book is a great place to start.

While "Introduction to Game Design, Prototyping, and Development" is a good introduction to game design using Unity, it's a great introduction to the principles of coding. It starts out a little dry with some seriously nerdy game theory (which is valuable in its own right). and then dives into a solid explanation of every topic a novice will need to understand basic coding in general and C# coding for Unity in particular.Well worth the price.

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Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game with Unity and C# PDF

Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game with Unity and C# PDF

Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game with Unity and C# PDF
Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game with Unity and C# PDF

Senin, 01 Mei 2017

Free PDF The Importance of Being Earnest

Free PDF The Importance of Being Earnest

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The Importance of Being Earnest

The Importance of Being Earnest


The Importance of Being Earnest


Free PDF The Importance of Being Earnest

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The Importance of Being Earnest

About the Author

Poet and playwright Oscar Wilde (1854–1900) remains best known for his comedies of the 1890s, including The Importance of Being Earnest, and for his tragic imprisonment and untimely death.

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Product details

Mass Market Paperback: 64 pages

Publisher: Dover Publications; 1 edition (July 1, 1990)

Language: English

ISBN-10: 0486264785

ISBN-13: 978-0486264783

Product Dimensions:

5.2 x 0.2 x 8.5 inches

Shipping Weight: 1.6 ounces (View shipping rates and policies)

Average Customer Review:

4.5 out of 5 stars

424 customer reviews

Amazon Best Sellers Rank:

#8,137 in Books (See Top 100 in Books)

The poor review is for the edition and not the material. Avoid this Smith and Brown edition. As with many plays that are old enough to be in the public domain, there are numerous editions, some better than others. In fact, anyone with a Xerox machine can make their own edition of this play, and this is pretty close to that. This is the worst edition I have ever seen of a script. The formatting is ponderous and poorly done. Character names are barely differentiated from the text that they speak; Stage directions are often buried in the text with little to differentiate them. In addition, the text goes so close to the edges that one sometime needs to break open the binding just to read it. There is not introduction, no annotations, nothing of interest to make up for the fact that this edition is annoying to read. If this were the only edition available, that'd be one thing, but there are so many options. I went to a bookstore and picked up this edition:The Importance of Being EarnestIt's fine. It's easy to read. It has introcutory material and other frills if you're into that sort of thing, and it's cheaper. Get that one or some other, not this one.

Of Wilde's plays I have only seen The Importance of Being Earnest which is wonderfully witty and ridiculous. Collected in this volume are the title play along with Lady Windermere's Fan, A Woman of No Importance, An Ideal Husband and Salome. The first four are light entertainment filled with witty dialogue. The last, Salome, is macabre and dark. I was curious about that one because of the hubbub over it being a play based on scripture but laced sexual overtones. I'm glad I read it because its not something I would want to go to see like the other four but in Wilde's defense, the Herods were a nasty, incestuous and murderous bunch and he does not do injustice to John the Baptist or Christ. The most disturbing part about the play is when Salome kisses the severed head of the prophet. She does this because he refused her advances while alive.The illustrations in the book are the originals done by Aubrey Beardsley and they are only in Salome. I liked his illustrations in Macmillan's The Happy Prince and Other Stories but I found the ones for Salome nasty, grotesque and bordering on porn. Not to my taste at all.The rest of the book still merits my five star rating both in content and quality.Macmillan's Collectors library editions are well made beautiful pocket sized hard covers. There are two other Oscar Wilde books in the collection: Picture of Dorian Gray and The Happy Prince and Other Stories.

It would be all too easy to dismiss this play as a light romantic comedy. Although it is about a series of near thwarted romances – the stuff of a million ‘chick-flicks’ and romantic comedies going back as far as the eye can see in drama – this is also something much, much more. It is also a delightfully amusing commentary on human sexual relations, the English class system and (much more importantly) a perfect mirror on the amusing excesses of human selfishness. In fact, some of the best lines in the play, and the funniest lines in the play, highlight our near infinite capacity to love ourselves. To quote only a few and without hardly looking:“If you are not too long, I will wait for you all my life.”“Oh! Not at all, Gwendolen. I am very fond of being looked at.”“If I am occasionally overdressed, I make up for it by being always immensely over-educated.”“I don’t play accurately – anyone can play accurately – but I play with wonderful expression.”“You see, it (her diary) is simply a very young girl’s record of her thoughts and impressions, and consequently meant for publication.”The other terribly interesting thing in this play is the role of family. Not only are the families quite dysfunctional, even when people know who their parents are, but the title character is about as confused about how he fits into the complex world of family relations as it is possible to make someone. The thing that makes the line about the handbag quite so funny is that this handbag is about the closest thing he has to family in the entire world. As Pascal once said, we laugh and cry about the same things.Wilde is, it hardly needs to be said, the closest thing to a God we are likely to have visit us on this planet. There are, for example, even now, more than 100 years after his death, entire companies that produce desk calendars that would not be in business if not for the endless supply of quotes he provides for the foot of Monday the Ninth of February and so on.If humour comes in a spectrum and slapstick is at one end of that spectrum, then this is the other end.

We recently saw Importance of Being Ernest in the theater. I enjoyed the witty play so much that I decided to get a copy of my own. This book contains Wilde work in the first 76% of the content, the remaining 25% is marketing material about leading a Book Club. This filler material inflated the size of the book. The filler material hides that this an abbreviated version of the book.Ali Julia review

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