Learn Game Design, Prototyping, and Programming with Today’s Leading Unity™ and C# Award-winning game designer and professor Jeremy Gibson has spent the last decade teaching game design and working as an independent game developer. Over the years, his most successful students have always been those who effectively combined game design theory, concrete rapid-prototyping practices, and programming skills. Introduction to Game Design, Prototyping, and Development is the first time that all three of these disciplines have been brought together into a single book. It is a distillation of everything that Gibson has learned teaching hundreds of game designers and developers in his years at the #1 university games program in North America. It fully integrates the disciplines of game design and computer programming and helps you master the crucial practice of iterative prototyping using Unity. As the top game engine for cross-platform game development, Unity allows you to write a game once and deliver it to everything from Windows, OS X, and Linux applications to webpages and all of the most popular mobile platforms. If you want to develop games, you need strong experience with modern best practices and professional tools. There’s no substitute. There’s no shortcut. But you can get what you need in this book. COVERAGE INCLUDES
This is the perfect book for someone wanting to start programming in Unity who has little or no programming experience.
There are some updates to the coding in the book which need to be done, but most are available on the author's website. There is one project which is out of date at this point, but he is working on an update for that section.
This book has three sections with different foci, which can be read in order or as needed depending on skill level.
The first section is mostly theoretical about the nature of games and how to make good and fun games. This is incredibly useful for new game designers and is a good refresher for those experienced in game design.
The second section is about Unity specifically, breaking down how Unity works, the types of coding you will need to be able to do in Unity, and the specifics of a wide range of different important structures and coding.
The third section is a series of increasingly complex game prototypes. These give a wide range of programming experience including a SCHMUP, a physics Castle Crasher/ Angry Birds type game, two card games, a 3 dimensional non-traditional FPS game, and a top-down dungeon exploration game.
None of the projects are very deep, but they give you a lot of tools you can use for your own projects.
The book is also full of references to other books and online resources you can use to further your understanding.
My one complaint about the book is that there are many references to structures which are "outside the scope of this book." All of them are things which it directs you to resources for learning, but as many of them are built into the structures of the games (LINQ for instance), it's a bit frustrating to be using something with only a bare understanding of it. But, that's a pretty small complaint in a book of this wide a breadth.
If you are looking for a book to give you a wide range of knowledge and understanding of Unity, this is the book for you.
If you have some game design experience in board, card, and tabletop games, this book is for you.
If you want in-depth understanding of a specific type of game structure, there are other books which would be better for you.
A thorough coverage of game design and prototyping, and development in Unity. As the book gets longer and the projects get bigger, the "Whys" of the code start disappearing, but overall, pretty complete. Even though the book was targeting Unity 2017, all the examples still work in the latest version of Unity (2021.1.16f at this time)
Great Fundamental book for beginning with unity. The authors has great ability to explain the concepts. The book has various useful prototypes that you can get through it easily as you watch Youtube tutorials.