Game Dev Tycoon Guide

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  game dev tycoon guide: Roblox Guide to Success Ro Books, 2020-02-16 Learn everything there is to know about making robux on Roblox, so you will never have to ask your parent for robux again! In this descriptive, fun and value-packed guide, you will learn the ways to reach success in the world of Roblox, and once you embark on your unique adventure: you will become braver, bolder and more creative than ever!
  game dev tycoon guide: Sid Meier's Memoir!: A Life in Computer Games Sid Meier, 2020-09-08 The life and career of the legendary developer celebrated as the “godfather of computer gaming” and creator of Civilization, featuring his rules of good game design. Sid Meier is a foundation of what gaming is for me today. — Phil Spencer, head of Xbox Over his four-decade career, Sid Meier has produced some of the world’s most popular video games, including Sid Meier’s Civilization, which has sold more than 51 million units worldwide and accumulated more than one billion hours of play. Sid Meier’s Memoir! is the story of an obsessive young computer enthusiast who helped launch a multibillion-dollar industry. Writing with warmth and ironic humor, Meier describes the genesis of his influential studio, MicroProse, founded in 1982 after a trip to a Las Vegas arcade, and recounts the development of landmark games, from vintage classics like Pirates! and Railroad Tycoon, to Civilization and beyond. Articulating his philosophy that a video game should be “a series of interesting decisions,” Meier also shares his perspective on the history of the industry, the psychology of gamers, and fascinating insights into the creative process, including his rules of good game design.
  game dev tycoon guide: Level Up! Scott Rogers, 2010-09-29 Design and build cutting-edge video games with help from video game expert Scott Rogers! If you want to design and build cutting-edge video games but aren’t sure where to start, then this is the book for you. Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games. Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!
  game dev tycoon guide: Plunkett's Infotech Industry Almanac 2006: The Only Complete Guide to the Technologies and Companies Changing the Way the World Thinks, Works and Shar Jack W. Plunkett, 2006 Plunketts InfoTech Industry Almanac presents a complete analysis of the technology business, including the convergence of hardware, software, entertainment and telecommunications. This market research tool includes our analysis of the major trends affecting the industry, from the rebound of the global PC and server market, to consumer and enterprise software, to super computers, open systems such as Linux, web services and network equipment. In addition, we provide major statistical tables covering the industry, from computer sector revenues to broadband subscribers to semiconductor industry production. No other source provides this books easy-to-understand comparisons of growth, expenditures, technologies, imports/exports, corporations, research and other vital subjects. The corporate profile section provides in-depth, one-page profiles on each of the top 500 InfoTech companies. We have used our massive databases to provide you with unique, objective analysis of the largest and most exciting companies in: Computer Hardware, Computer Software, Internet Services, E-Commerce, Networking, Semiconductors, Memory, Storage, Information Management and Data Processing. We've been working harder than ever to gather data on all the latest trends in information technology. Our research effort includes an exhaustive study of new technologies and discussions with experts at dozens of innovative tech companies. Purchasers of the printed book or PDF version may receive a free CD-ROM database of the corporate profiles, enabling export of vital corporate data for mail merge and other uses.
  game dev tycoon guide: Postmortems from Game Developer Austin Grossman, 2013-04-02 The popular Postmortem column in Game Developer magazine features firsthand accounts of how some of the most important and successful games of recent years have been made. This book offers the opportunity to harvest this expertise with one volume. The editor has organized the articles by theme and added previously unpublished analysis to reveal successful management techniques. Readers learn how superstars of the game industry like Peter Molyneux and Warren Spector have dealt with the development challenges such as managing complexity, software and game design issues, schedule challenges, and changing staff needs.
  game dev tycoon guide: Game Development with Unity Michelle Menard, 2012 Provides information on using the Unity game engine to build games for any platform, including the Web, the Wii, and on smartphones.
  game dev tycoon guide: Coding Roblox Games Made Easy Zander Brumbaugh, 2021-01-08 Get up and running with Roblox development with the help of renowned game creator and best-selling author, Zander Brumbaugh for working with Roblox components and Lua programming Key Features Discover solutions to common problems faced while creating games on Roblox Explore tips, tricks, and best practices and learn advanced Roblox coding techniques to create games Understand how to program in the Roblox Lua language, add engaging effects, add a variety of functionalities, and much more Book DescriptionRoblox is a global virtual platform like no other for both playing and creating games. With well over 150 million monthly active users, Roblox hosts all genres of games that can be played by other members of the community using the Lua programming language. Not only can you create games for free, but you can also earn considerable sums of money if from the success of your games, and become part of the vast and supportive developer circle that provides excellent opportunities for networking in a tight-knit community. With this practical book, you'll get hands-on experience working on the Roblox platform. You'll start with an overview of Roblox development and then understand how to use Roblox Studio. As you progress, you'll gradually learn everything you need from how to program in Roblox Lua to creating Obby and Battle Royale games. Finally, you'll delve into the logistics of game production, focusing on optimizing the performance of your game by implementing impressive mechanics, monetization, and marketing practices. By the end of this Roblox book, you'll be able to lead or work with a team to bring your gaming world to life, and extend that experience to players around the world.What you will learn Get started with Roblox development and explore aspects such as choosing a developer type Understand how to use Roblox Studio and other free resources Create your first game with the Roblox Lua programming language Become well-versed with the three Ms - Mechanics, Monetization, and Marketing Develop real-world games such as Battle Royale and Obby Discover expert tips for collaborating effectively and managing project workloads Who this book is for This Roblox guide is for anyone interested in learning how to develop games on the Roblox platform. If you're already familiar with Roblox and looking for tips, tricks, and Roblox and Lua best practices for efficient development, you'll find this book helpful. The book requires no prior knowledge of game development.
  game dev tycoon guide: The Art of Game Design Jesse Schell, 2008-08-04 Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.
  game dev tycoon guide: Advanced Game Design Michael Sellers, 2017 In Advanced Game Design , pioneering game designer and instructor Michael Sellers situates game design practices in a strong theoretical framework of systems thinking, enabling designers to think more deeply and clearly about their work, so they can produce better, more engaging games for any device or platform. Sellers offers a deep unifying framework in which practical game design best practices and proven systems thinking theory reinforce each other, helping game designers understand what they are trying to accomplish and the best ways to achieve it. Drawing on 20+ years of experience designing games, launching game studios, and teaching game design, Sellers explains: What games are, and how systems thinking can help you think about them more clearly How to systematically promote engagement, interactivity, and fun What you can learn from MDA and other game design frameworks How to create gameplay and core loops How to design the entire player experience, and how to build game mechanics that work together to create that experience How to capture your game’s “big idea” and Unique Selling Proposition How to establish high-level and background design and translate it into detailed design How to build, playtest, and iterate early prototypes How to build your game design career in a field that keeps changing at breakneck speed
  game dev tycoon guide: Theory of Fun for Game Design Raph Koster, 2013-11-08 Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers. At the heart of his exploration, veteran game designer Raph Koster takes a close look at the concept of fun and why it’s the most vital element in any game. Why do some games become boring quickly, while others remain fun for years? How do games serve as fundamental and powerful learning tools? Whether you’re a game developer, dedicated gamer, or curious observer, this illustrated, fully updated edition helps you understand what drives this major cultural force, and inspires you to take it further. You’ll discover that: Games play into our innate ability to seek patterns and solve puzzles Most successful games are built upon the same elements Slightly more females than males now play games Many games still teach primitive survival skills Fictional dressing for modern games is more developed than the conceptual elements Truly creative designers seldom use other games for inspiration Games are beginning to evolve beyond their prehistoric origins
  game dev tycoon guide: Guinness World Records 2017 Gamer’s Edition Guinness World Records, 2016-11-15 It’s time to celebrate the 10th anniversary of the Guinness World Records: Gamer’s Edition! With over four million copies sold, this is the ultimate annual for every gaming fan. It’s bursting with the latest facts and stats on your favorite games from the futuristic soccer action of Rocket League to the psychedelic paint battles of Splatoon. And as Star Wars mania explodes once again, we explore everything Jedi in a special feature section. Plus, you’ll get a sneak peek at all-new games from the ever-evolving gaming universe! Get an inside look at the indie game scene, the big-money world of eSports, and a celebration of 25 years of Mario Kart. There’s everything from space shooters such as Destiny, to RPGs such as Fallout 4, to the hit sport series FIFAand Madden. We’ve got sims, strategy games, and horror titles, and we also take a look at the toys-to-life phenomenon. From League of Legends to The Legend of Zelda, it’s all here in the 2017 edition of Guinness World Records: Gamer’s Edition!
  game dev tycoon guide: Game Mechanics Ernest Adams, Joris Dormans, 2012-06-18 This in-depth resource teaches you to craft mechanics that generate challenging, enjoyable, and well-balanced gameplay. You’ll discover at what stages to prototype, test, and implement mechanics in games and learn how to visualize and simulate game mechanics in order to design better games. Along the way, you’ll practice what you’ve learned with hands-on lessons. A free downloadable simulation tool developed by Joris Dormans is also available in order to follow along with exercises in the book in an easy-to-use graphical environment. In Game Mechanics: Advanced Game Design, you’ll learn how to: * Design and balance game mechanics to create emergent gameplay before you write a single line of code. * Visualize the internal economy so that you can immediately see what goes on in a complex game. * Use novel prototyping techniques that let you simulate games and collect vast quantities of gameplay data on the first day of development. * Apply design patterns for game mechanics—from a library in this book—to improve your game designs. * Explore the delicate balance between game mechanics and level design to create compelling, long-lasting game experiences. * Replace fixed, scripted events in your game with dynamic progression systems to give your players a new experience every time they play. I've been waiting for a book like this for ten years: packed with game design goodness that tackles the science without undermining the art. --Richard Bartle, University of Essex, co-author of the first MMORPG “Game Mechanics: Advanced Game Design by Joris Dormans & Ernest Adams formalizes game grammar quite well. Not sure I need to write a next book now!” -- Raph Koster, author of A Theory of Fun for Game Design.
  game dev tycoon guide: Designing Games Tynan Sylvester, 2013-01-03 Ready to give your design skills a real boost? This eye-opening book helps you explore the design structure behind most of todayâ??s hit video games. Youâ??ll learn principles and practices for crafting games that generate emotionally charged experiencesâ??a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players. In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design. Create game mechanics to trigger a range of emotions and provide a variety of play Explore several options for combining narrative with interactivity Build interactions that let multiplayer gamers get into each otherâ??s heads Motivate players through rewards that align with the rest of the game Establish a metaphor vocabulary to help players learn which design aspects are game mechanics Plan, test, and analyze your design through iteration rather than deciding everything up front Learn how your gameâ??s market positioning will affect your design
  game dev tycoon guide: Subject Guide to Books in Print , 2001
  game dev tycoon guide: Procedural Content Generation in Games Noor Shaker, Julian Togelius, Mark J. Nelson, 2016-10-18 This book presents the most up-to-date coverage of procedural content generation (PCG) for games, specifically the procedural generation of levels, landscapes, items, rules, quests, or other types of content. Each chapter explains an algorithm type or domain, including fractal methods, grammar-based methods, search-based and evolutionary methods, constraint-based methods, and narrative, terrain, and dungeon generation. The authors are active academic researchers and game developers, and the book is appropriate for undergraduate and graduate students of courses on games and creativity; game developers who want to learn new methods for content generation; and researchers in related areas of artificial intelligence and computational intelligence.
  game dev tycoon guide: Ready Player Two Ernest Cline, 2020-11-24 #1 NEW YORK TIMES BESTSELLER • The thrilling sequel to the beloved worldwide bestseller Ready Player One, the near-future adventure that inspired the blockbuster Steven Spielberg film. NAMED ONE OF THE BEST BOOKS OF THE YEAR BY THE WASHINGTON POST • “The game is on again. . . . A great mix of exciting fantasy and threatening fact.”—The Wall Street Journal AN UNEXPECTED QUEST. TWO WORLDS AT STAKE. ARE YOU READY? Days after winning OASIS founder James Halliday’s contest, Wade Watts makes a discovery that changes everything. Hidden within Halliday’s vaults, waiting for his heir to find, lies a technological advancement that will once again change the world and make the OASIS a thousand times more wondrous—and addictive—than even Wade dreamed possible. With it comes a new riddle, and a new quest—a last Easter egg from Halliday, hinting at a mysterious prize. And an unexpected, impossibly powerful, and dangerous new rival awaits, one who’ll kill millions to get what he wants. Wade’s life and the future of the OASIS are again at stake, but this time the fate of humanity also hangs in the balance. Lovingly nostalgic and wildly original as only Ernest Cline could conceive it, Ready Player Two takes us on another imaginative, fun, action-packed adventure through his beloved virtual universe, and jolts us thrillingly into the future once again.
  game dev tycoon guide: TV Guide , 1990
  game dev tycoon guide: Game Testing Charles P. Schultz, Robert Denton Bryant, 2016-09-15 An updated version of the bestselling Game Testing All In One, Second Edition, this book equips the reader with the rationale for vigorous testing of game software, how game testing and the tester fit into the game development process, practical knowledge of tools to apply to game testing, game tester roles and responsibilities, and the measurements to determine game quality and testing progress. The reader is taken step-by-step through test design and other QA methods, using real game situations. The book includes content for the latest console games and the new crop of touch, mobile, and social games that have recently emerged. A companion DVD contains the tools used for the examples in the book and additional resources such as test table templates and generic flow diagrams to get started quickly with any game test project. Each chapter includes questions and exercises, making the book suitable for classroom use as well as a personal study or reference tool. Features: * Uses a wide range of game titles and genres, including newer gaming experiences such as social networking games, games utilizing music and motion controllers, and touch games on mobile devices * Includes a new chapter on Exploratory Testing * Includes test methodology tutorials based on actual games with tools that readers can use for personal or professional development * Demonstrates methods and tools for tracking and managing game testing progress and game quality * Features a companion DVD with templates, resources, and projects from the book On the DVD: * Contains the tools used for the examples in the book as well as additional resources such as test table templates and generic flow diagrams that can be used for individual or group projects * All images from the text (including 4-color screenshots) * FIFA video from a project in the book eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at info@merclearning.com.
  game dev tycoon guide: Dungeon Born Dakota Krout, 2016-10-21 Weapons, power, wealth! All of this can be found within the dungeons of the world. You just need to survive long enough to claim them.
  game dev tycoon guide: 1001 Video Games You Must Play Before You Die Tony Mott, 2011-12-05 In fewer than fifty years videogames have become one of the most popular forms of entertainment, but which are the best games, the ones you must play? This action packed book presents the best videogames from around the world - from 80's classic Donkey Kong to Doom, Frogger and Final Fantasy. Covering everything from old favourites to those breaking new ground, these are the games that should not be missed. Video game expert Tony Mott presents 1001 of the best video games from around the world and on all formats, from primitive pioneering consoles like Atari's VCS to modern-day home entertainment platforms such as Sony's PlayStation 3. 1001 VIDEO GAMES defines arcade experiences that first turned video gaming into a worldwide phenomenon such as Space Invaders, Asteroids, and Pac-Man - games that made the likes of Atari, Sinclair and Commadore household names. It also includes the games that have taken the console era by storm from Nintendo Wii to Sony Playstation and beyond - games of the modern era that have become cultural reference points in their own right including multi-million selling series such as Halo, Grand Theft Auto and Resident Evil. For aficionados this is a keepsake - charting the highlights of the past fifty years giving them key information for games they must play. For those just discovering the appeal of gaming this extensive volume will provide everything they need to ensure they don't miss out on the games that revolutionized this overwhelmingly popular medium.
  game dev tycoon guide: A Guide to the Public Stairways of Los Angeles Robert Inman, 2010-11-08 The hilly residential areas of Los Angeles are sprinkled with nearly 300 public stairways. They can be found in neighborhoods from Garvanza to Rustic Canyon, from San Pedro to Beachwood Canyon.This little guide is a tool to help the LA walker and observer locate and appreciate these gems of the local neighborhood scene.Inveterate LA walker Bob Inman has combined descriptions with photographs of more than 60 stairways and 18 unique maps to pin point where they are, what they are like and how to enjoy them. These shortcuts penetrate residential thickets in some of the city's most historic and picturesque districts, areas that you cannot truly appreciate from behind the wheel of a car. Whether you walk for fitness or you simply enjoy roaming the intricate LA hills, the stairways are treasures waiting to be discovered.
  game dev tycoon guide: Game Dev 101: A Step-by-Step Guide to Building Your Own Gaming App Fredric Cardin, Embark on your game development journey with Game Dev 101: A Step-by-Step Guide to Building Your Own Gaming App! This comprehensive ebook is designed for aspiring game developers and enthusiasts who dream of creating their own gaming app but don't know where to start. Inside this guide, you will discover: Fundamentals of Game Development: Understand the basics of game design, programming, and the essential tools needed to create your first game. Step-by-Step Instructions: Follow detailed tutorials that take you from concept to a fully functional game app, with easy-to-follow examples and clear explanations. Hands-On Projects: Engage with practical projects that help you apply what you’ve learned and build your skills progressively. Industry Insights: Gain valuable insights from experienced game developers and learn best practices for game development and design. Resources and Tools: Access a curated list of resources, software, and tools that will support you in your game development journey. Whether you’re a beginner with no coding experience or someone looking to refine your game development skills, Game Dev 101 is your ultimate guide to building your own gaming app. Start creating your dream game today and bring your creative visions to life! Get your copy now and begin your adventure in the exciting world of game development!
  game dev tycoon guide: Modern C++ Design Andrei Alexandrescu, 2001 This title documents a convergence of programming techniques - generic programming, template metaprogramming, object-oriented programming and design patterns. It describes the C++ techniques used in generic programming and implements a number of industrial strength components.
  game dev tycoon guide: Game Design Deep Dive: Horror Joshua Bycer, 2021-10-07 The Game Design Deep Dive series examines a specific game system or mechanic over the course of the history of the industry. This entry will examine the history and design of the horror genre and elements in video games. The author analyzes early video game examples, including the differences between survival, action-horror, and psychological horror. Thanks to recent hits like Five Night’s at Freddy’s, Bendy and the Ink Machine, and recent Resident Evil titles, the horror genre has seen a strong resurgence. For this book in the Game Design Deep Dive series, Joshua Bycer will go over the evolution of horror in video games and game design, and what it means to create a terrifying and chilling experience. FEATURES • Written for anyone interested in the horror genre, anyone who wants to understand game design, or anyone simply curious from a historical standpoint • Includes real game examples to highlight the discussed topics and mechanics • Explores the philosophy and aspects of horror that can be applied to any medium • Serves as a perfect companion for someone building their first game or as part of a game design classroom Joshua Bycer is a game design critic with more than eight years of experience critically analyzing game design and the industry itself. In that time, through Game-Wisdom, he has interviewed hundreds of game developers and members of the industry about what it means to design video games. He also strives to raise awareness about the importance of studying game design by giving lectures and presentations. His first book was 20 Essential Games to Study. He continues to work on the Game Design Deep Dive series.
  game dev tycoon guide: Slammin' Simon's Guide to Mastering Your First Rock and Roll Drum Beats! Slammin' Simon, Mark Powers, 2015-05-31 Slammin' Simon teaches aspiring rockstars all the rudiments, grooves and fills they need to get drumming in no time! His fun instructional resources are perfect for use in the lesson room, by instructors who work with young students, as well as at home, by parents of children learning to play percussion. In his Guide to Mastering Your First Rock & Roll Drum Beats, Simon and his pet turtle, Rudi, introduce the basic quarter-note and eighth-note drumset beats needed to start performing in the Rock music style. PRO TIP: Thanks to Amazon's awesome MatchBook program, buying the PRINT version of this book allows you access to the Kindle digital copy for . . . wait for it . . . FREE!
  game dev tycoon guide: Time Out Film Guide John Pym, 2001 This guide covers every aspect of world cinema from Russian silents to Ealing comedies, classic documentaries to Japanese animated films, B-movie horror and major British and American releases since 1968. More than 660 new reviews are included in the 2002 edition, which covers the 2000/2001 Oscar and Bafta awards, prizes from the Berlin, Cannes and Venice festivals and a discussion of the topic Home entertainment: where are we now? The guide also includes the cinema centenary and Time Out readers' Top One Hundred polls.
  game dev tycoon guide: Game Engine Architecture Jason Gregory, 2017-03-27 Hailed as a must-have textbook (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the gameplay foundation layer delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.
  game dev tycoon guide: Introduction to Game Analysis Clara Fernández-Vara, 2014-07-17 Game analysis allows us to understand games better, providing insight into the player-game relationship, the construction of the game, and its sociocultural relevance. As the field of game studies grows, videogame writing is evolving from the mere evaluation of gameplay, graphics, sound, and replayablity, to more reflective writing that manages to convey the complexity of a game and the way it is played in a cultural context. Introduction to Game Analysis serves as an accessible guide to analyzing games using strategies borrowed from textual analysis. Clara Fernández-Vara’s concise primer provides instruction on the basic building blocks of game analysis—examination of context, content and reception, and formal qualities—as well as the vocabulary necessary for talking about videogames' distinguishing characteristics. Examples are drawn from a range of games, both digital and non-digital—from Bioshock and World of Warcraft to Monopoly—and the book provides a variety of exercises and sample analyses, as well as a comprehensive ludography and glossary.
  game dev tycoon guide: Developing 2D Games with Unity Jared Halpern, 2018-11-28 Follow a walkthrough of the Unity Engine and learn important 2D-centric lessons in scripting, working with image assets, animations, cameras, collision detection, and state management. In addition to the fundamentals, you'll learn best practices, helpful game-architectural patterns, and how to customize Unity to suit your needs, all in the context of building a working 2D game. While many books focus on 3D game creation with Unity, the easiest market for an independent developer to thrive in is 2D games. 2D games are generally cheaper to produce, more feasible for small teams, and more likely to be completed. If you live and breathe games and want to create them then 2D games are a great place to start. By focusing exclusively on 2D games and Unity’s ever-expanding 2D workflow, this book gives aspiring independent game developers the tools they need to thrive. Various real-world examples of independent games are used to teach fundamental concepts of developing 2D games in Unity, using the very latest tools in Unity’s updated 2D workflow. New all-digital channels for distribution, such as Nintendo eShop, XBox Live Marketplace, the Playstation Store, the App Store, Google Play, itch.io, Steam, and GOG.com have made it easier than ever to discover, buy, and sell games. The golden age of independent gaming is upon us, and there has never been a better time to get creative, roll up your sleeves, and build that game you’ve always dreamed about. Developing 2D Games with Unity can show you the way. What You'll Learn Delve deeply into useful 2D topics, such as sprites, tile slicing, and the brand new Tilemap feature. Build a working 2D RPG-style game as you learn.Construct a flexible and extensible game architecture using Unity-specific tools like Scriptable Objects, Cinemachine, and Prefabs.Take advantage of the streamlined 2D workflow provided by the Unity environment. Deploy games to desktop Who This Book Is For Hobbyists with some knowledge of programming, as well as seasoned programmers interested in learning to make games independent of a major studio.
  game dev tycoon guide: Code the Classics Volume 1 David Crookes, Andrew Gillett, Liz Upton, Eben Upton, 2019-12-13 Code the Classics Volume 1 not only tells the stories of some of the seminal video games of the 1970s and 1980s, but shows you how to create your own games inspired by them, following examples programmed by Raspberry Pi founder Eben Upton. In this book, you'll learn how to run and edit the games in this book by installing Python, Pygame Zero, and an IDE. You'll also: Get game design tips and tricks from the masters Learn how to code your own games with Pygame Zero Explore the code listings and find out how they work You'll meet these vintage-inspired games, and learn from their code in between rounds of play: Boing!: all it took was a couple of lines and a dot, and gamers would be queuing up to play. Cavern: Enduringly popular, the platform game genre is still packed with creative possibilities. Infinite Bunner: Play around with the benefits that a top-down perspective can lend to the classic platform genre. Myriapod: Some shooters confine the gameplay to a single screen while limiting the player's movement. Restrictions can build challenge and difficulty, making for truly addictive gaming. Substitute Soccer: Top-down games of pinball-style soccer built a huge cult following and kicked off a sports genre that's still going strong.
  game dev tycoon guide: How to Play Video Games Matthew Thomas Payne, Nina B. Huntemann, 2019-03-26 Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.
  game dev tycoon guide: The 5AM Club Robin Sharma, 2018-12-04 Legendary leadership and elite performance expert Robin Sharma introduced The 5am Club concept over twenty years ago, based on a revolutionary morning routine that has helped his clients maximize their productivity, activate their best health and bulletproof their serenity in this age of overwhelming complexity. Now, in this life-changing book, handcrafted by the author over a rigorous four-year period, you will discover the early-rising habit that has helped so many accomplish epic results while upgrading their happiness, helpfulness and feelings of aliveness. Through an enchanting—and often amusing—story about two struggling strangers who meet an eccentric tycoon who becomes their secret mentor, The 5am Club will walk you through: How great geniuses, business titans and the world’s wisest people start their mornings to produce astonishing achievements A little-known formula you can use instantly to wake up early feeling inspired, focused and flooded with a fiery drive to get the most out of each day A step-by-step method to protect the quietest hours of daybreak so you have time for exercise, self-renewal and personal growth A neuroscience-based practice proven to help make it easy to rise while most people are sleeping, giving you precious time for yourself to think, express your creativity and begin the day peacefully instead of being rushed “Insider-only” tactics to defend your gifts, talents and dreams against digital distraction and trivial diversions so you enjoy fortune, influence and a magnificent impact on the world Part manifesto for mastery, part playbook for genius-grade productivity and part companion for a life lived beautifully, The 5am Club is a work that will transform your life. Forever.
  game dev tycoon guide: Robert B. Parker's Fool's Paradise Mike Lupica, 2021-08-24 When an unknown man is found murdered in Paradise, Jesse Stone will have his hands full finding out who he was--and what he was seeking. When a body is discovered at the lake in Paradise, Police Chief Jesse Stone is surprised to find he recognizes the murder victim--the man had been at the same AA meeting as Jesse the evening before. But otherwise, Jesse has no clue as to the man's identity. He isn't a local, nor does he have ID on him, nor does any neighboring state have a reported missing person matching his description. Their single lead is from a taxi company that recalls dropping off the mysterious stranger outside the gate at the mansion of one of the wealthiest families in town. . . . Meanwhile, after Jesse survives a hail of gunfire on his home, he wonders if it could be related to the murder. When both Molly Crane and Suitcase Simpson also become targets, it's clear someone has an ax to grind against the entire Paradise PD.
  game dev tycoon guide: The Palgrave Handbook of Leadership in Transforming Asia Nuttawuth Muenjohn, Adela McMurray, 2017-07-25 This handbook provides a comprehensive overview and evaluation of the variety of organizational leadership issues within the Asian region. It highlights the relationship between leaders and their followers, and the complexity of leadership research and practices in Asian transformational economies. Covering a wide range of contexts and perspectives, the chapters are based on empirical studies with evidence-based findings that can be used as case studies for academics and practitioners. The handbook makes significant contributions to leadership theory including practice and assists international researchers, practitioners and students in understanding the influence of the Asian culture and its impact on leadership.
  game dev tycoon guide: Andrew Rollings and Ernest Adams on Game Design Andrew Rollings, Ernest Adams, 2003 How often have you heard anyone can design a game? While it seems like an easy job, game ideas are cheap and plentiful. Advancing those ideas into games that people want to play is one of the hardest, and most under-appreciated, tasks in the game development cycle. Andrew Rollings and Ernest Adams on Game Design introduces both students and experienced developers to the craft of designing computer and video games for the retail market. The first half of the book is a detailed analysis of the key game design elements: examining game concepts and worlds, storytelling, character and user interface design, core mechanics and balance. The second half discusses each of the major game genres (action, adventure, role-playing, strategy, puzzle, and so on) and identifies the design patterns and unique creative challenges that characterize them. Filled with examples and worksheets, this book takes an accessible, practical approach to creating fun, innovative, and highly playable games.
  game dev tycoon guide: Game Developer's Market Guide Bob Bates, 2003 In Game Developer's Market Guide readers get complete, up-to-date profiles of hundreds of large and small publishers, distributors, game recruiters, schools, and conferences.
  game dev tycoon guide: A Guide to Japanese Role-Playing Games Bitmap Books, 2021-10-25
  game dev tycoon guide: Fundamentals of Game Design Ernest Adams, 2010-04-07 To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry’s leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You’ll learn how to: Define the challenges and actions at the heart of the gameplay. Write a high-concept document, a treatment, and a full design script. Understand the essentials of user interface design and how to define a game’s look and feel. Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone. Construct a game’s core mechanics and flow of resources (money, points, ammunition, and more). Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds. Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies. Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players. “Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I’ve seen for thinking about the relationships between core mechanics, gameplay, and player—one that I’ve found useful for both teaching and research.” — Michael Mateas, University of California at Santa Cruz, co-creator of Façade
  game dev tycoon guide: Video Game Storytelling Evan Skolnick, 2014-12-02 UNLOCK YOUR GAME'S NARRATIVE POTENTIAL! With increasingly sophisticated video games being consumed by an enthusiastic and expanding audience, the pressure is on game developers like never before to deliver exciting stories and engaging characters. With Video Game Storytelling, game writer and producer Evan Skolnick provides a comprehensive yet easy-to-follow guide to storytelling basics and how they can be applied at every stage of the development process—by all members of the team. This clear, concise reference pairs relevant examples from top games and other media with a breakdown of the key roles in game development, showing how a team’s shared understanding and application of core storytelling principles can deepen the player experience. Understanding story and why it matters is no longer just for writers or narrative designers. From team leadership to game design and beyond, Skolnick reveals how each member of the development team can do his or her part to help produce gripping, truly memorable narratives that will enhance gameplay and bring today’s savvy gamers back time and time again.
  game dev tycoon guide: Evidence-based Training Methods Ruth Colvin Clark, 2014 Learn the evidence behind both new and tried-and-true best practices for training. Ruth Clark connects research to practice and offers concrete training guidance in this second edition of Evidence-Based Training Methods. With this book as your guide, you can incorporate evidence and learning psychology into your program design, development, and delivery decisions.--Back cover.
Ultimate guide for game dev tycoon - Greenheart Games Forum
Jul 17, 2020 · Introduction This guide will cover all of the parts of Game Dev Tycoon (Game Combinations, Unlocks and Achievements). The first time I played the game I kept going …

Great Combinations List + Time allocation sliders - Game Dev …
Sep 11, 2013 · AAA games should be developped with 3 specialists allocated to important phases of your game’s genre. Don’t develop the sequel of a game with the same custom engine. …

Best way to start - Game Dev Tycoon - Greenheart Games Forum
Jun 5, 2013 · Some of this has been tested, some of it has been not. This is part tip/part discussion about what’s best (that’s why I think it should be left outside of the main tip thread). …

How to train your employees - Game Dev Tycoon - Greenheart …
Jun 18, 2013 · By boosting your employee’s game-making skills a little each time, you will ensure gradual and even improvement. Even if you don’t hit your target score, your next game will …

Some tips for players who struggle in level 2 - Game Dev Tycoon ...
May 1, 2013 · I see that a lot of players have trouble getting started in level2. Here are some tips (if you like a challenge then maybe don’t read them): Medium games work best if you have a …

What do the stats Speed and Research really do? - Game Dev …
Apr 25, 2013 · It seems like it should increase the frequency of tech and design bubbles, or shorten game development cycles. Those are the things I would expect fast coders to be able …

A question about percentage - Game Dev Tycoon - Greenheart …
Apr 30, 2013 · That said, your component options ought to reflect both the game you’re making and the platform you’re making the game for. I can’t think of a scenario where a …

Best way to hire staff? - Game Dev Tycoon - Greenheart Games …
Apr 30, 2013 · Game Dev Tycoon. gd6noob April 30, 2013, 2:24am #1. How much money and should I be using the “Pre-Filter ...

Stick to 2D or start using 3D? - Game Dev Tycoon - Greenheart …
May 3, 2013 · To get the next level, you need to use it in games. Once you reach lvl 3 in use of the 3D lvl 1 (appears in the list when you finish a game), you will have access to next level for …

How do I make a great AAA game? - Game Dev Tycoon
May 7, 2013 · Making a great AAA game isn’t that much different from making a great large game. Focus on the important parts for your genre, specialize your staff in these areas. Use a modern …

Ultimate guide for game dev tycoon - Greenheart Games Forum
Jul 17, 2020 · Introduction This guide will cover all of the parts of Game Dev Tycoon (Game Combinations, Unlocks and Achievements). The first time I played the game I kept going …

Great Combinations List + Time allocation sliders - Game Dev …
Sep 11, 2013 · AAA games should be developped with 3 specialists allocated to important phases of your game’s genre. Don’t develop the sequel of a game with the same custom engine. …

Best way to start - Game Dev Tycoon - Greenheart Games Forum
Jun 5, 2013 · Some of this has been tested, some of it has been not. This is part tip/part discussion about what’s best (that’s why I think it should be left outside of the main tip thread). …

How to train your employees - Game Dev Tycoon - Greenheart …
Jun 18, 2013 · By boosting your employee’s game-making skills a little each time, you will ensure gradual and even improvement. Even if you don’t hit your target score, your next game will …

Some tips for players who struggle in level 2 - Game Dev Tycoon ...
May 1, 2013 · I see that a lot of players have trouble getting started in level2. Here are some tips (if you like a challenge then maybe don’t read them): Medium games work best if you have a …

What do the stats Speed and Research really do? - Game Dev …
Apr 25, 2013 · It seems like it should increase the frequency of tech and design bubbles, or shorten game development cycles. Those are the things I would expect fast coders to be able …

A question about percentage - Game Dev Tycoon - Greenheart …
Apr 30, 2013 · That said, your component options ought to reflect both the game you’re making and the platform you’re making the game for. I can’t think of a scenario where a …

Best way to hire staff? - Game Dev Tycoon - Greenheart Games …
Apr 30, 2013 · Game Dev Tycoon. gd6noob April 30, 2013, 2:24am #1. How much money and should I be using the “Pre-Filter ...

Stick to 2D or start using 3D? - Game Dev Tycoon - Greenheart …
May 3, 2013 · To get the next level, you need to use it in games. Once you reach lvl 3 in use of the 3D lvl 1 (appears in the list when you finish a game), you will have access to next level for …

How do I make a great AAA game? - Game Dev Tycoon
May 7, 2013 · Making a great AAA game isn’t that much different from making a great large game. Focus on the important parts for your genre, specialize your staff in these areas. Use a …