Igor Uduslivii - iPhone Game Blueprints [2013, PDF/EPUB/MOBI, ENG]

Сообщение Солнышко » 31 янв 2018, 22:21

iPhone Game Blueprints
Год: 2013
Автор: Igor Uduslivii
Издательство: Packt Publishing
ISBN: 978-1-84969-027-0
Язык: Английский
Качество: Изначально компьютерное (eBook)
Количество страниц: 358
In Detail
Designing and selling games on the iOS platform has become a phenomenon ever since the introduction of the App Store. With mobile gaming taking the World by storm, users are indulging in all different types of games. iPhone Game Blueprints is a hands on guide to both inspire and help developers, graphic designers, and game enthusiasts to create their own games for iOS devices.
Taking a selection of iPhone game "styles" we will learn how to set the foundation and essential functionality for each game. Including thorough explanations of popular games such as puzzles, arcades, and adventures, as well as useful theoretical and technical concepts. iPhone Game Blueprints is your complete guide to creating great iPhone games, from a simple gesture game to a classic shoot 'em up.
iPhone Game Blueprints guides you through the universe of mobile games, starting with the overall information about game ideas, ergonomic aspects, and much more. Then it switches to a description of each particular game type, presenting ready-to-use ideas and applications.
This book will take you through a selection of iPhone game styles and show how to create the foundation and essential functionality for a game of that genre.The examples in this book are only the beginning.
Including a deluge of practical tips, focusing on the best approach to game design, not forgetting to mention the pitfalls. iPhone Game Blueprints will give you the blueprints of several mobile game's essentials cores. Whether you're just getting started with gaming, or want to try a whole different genre of game, these blueprints are everything you need.
iPhone Game Blueprints is a practical, hands-on guide with step-by-step instructions leading you through a number of different projects, providing you with the essentials for creating your own iPhone games
Who this book is for
This book is for graphic designers, developers, illustrators, and simple enthusiasts, who dream about the creation of mobile games or who have already worked in that domain, but need some additional inspiration and knowledge. This book can be considered as an illustrated handbook, worth having in your game development studio. It can work as a “paper art-director” for your project.
Chapter 1: Starting the Game

Telling a story
Working with graphic assets
Sprites and tiles
Preparing animation
Application icon
Gameplay videos
Chapter 2: Ergonomics
Portraying the player
Ergonomic aspects
Minimum screen areas
Using buttons
UI elements
Accessible games
Color blindness
Photosensitive epilepsy
Other accessibility issues
Chapter 3: Gesture Games
Introducing the game idea
Imagining the device orientation
Introducing game modes
Thinking about the plot and decorations
Creating a game's identity
Game blueprints
Chapter 4: Card and Board Games
The ornament of life
Powerful objects
Traditional board games
Planning your digital board game
Game elements and goals
Alternative ideas
Player's identity
Game blueprints
Chapter 5: Puzzles
Making connections
Puzzle types
Game board dimensions
Prototyping your puzzle
Inserting elements
Tile shooter
Moving columns
Alternative ideas for match-three games
The identity of the game
Chapter 6: Platformer
Types of platforms
Setting the screen layout
Planning a character's look
Earning bonuses and pitfalls
Introducing triggers
Fighting with enemies
Parallax scrolling
Starting an animation
Walking cycle for protagonist
Walking cycle animation for enemies
Jumping and shooting animation
Programming animation
Physics-based puzzles
The identity of the game
Blueprints of the 3robopainter game
Chapter 7: Adventure
Beginning of a journey
Understanding types of adventure games
Alternative ideas
Identity for the game
Chapter 8: Action Games
Introducing action games
Classifying the types of shooters
Generating the game idea
Inserting anomalies
Giving bonuses
Introducing health and oxygen
Introducing energy cells
Working with onscreen controls
Turning space orientation into controls
Designing the head-up display
Discussing 3D graphics
Turning low poly graphics into art
Modeling 3D graphics
Understanding normal mapping
Alternative ideas for the game
Creating the identity for the game
Blueprints of the game
Chapter 9: Games with Reality
Seeing real unreal
Learning augmented reality methods
Understanding fiucial markers
Working with graphics in AR games
Meeting AR games
Using real landmarks
Planning an AR game
The concept of an AR game
Planning game controls
Controlling real objects
Gamifiating reality





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