Professional Documents
Culture Documents
Textbook Mostly Codeless Game Development New School Game Engines Robert Ciesla Ebook All Chapter PDF
Textbook Mostly Codeless Game Development New School Game Engines Robert Ciesla Ebook All Chapter PDF
https://textbookfull.com/product/godot-4-game-development-
projects-build-five-cross-platform-2d-and-3d-games-using-one-of-
the-most-powerful-open-source-game-engines-2nd-edition/
https://textbookfull.com/product/surviving-game-school-and-the-
game-industry-after-that-1st-edition-adrian-earle/
https://textbookfull.com/product/unity-game-development-cookbook-
essentials-for-every-game-1-converted-edition-paris-buttfield-
addison/
https://textbookfull.com/product/learn-unity-for-android-game-
development-a-guide-to-game-design-development-and-marketing-1st-
edition-adam-sinicki/
Lean Game Development : Apply Lean Frameworks to the
Process of Game Development 1st Edition Julia Naomi
Rosenfield Boeira (Auth.)
https://textbookfull.com/product/lean-game-development-apply-
lean-frameworks-to-the-process-of-game-development-1st-edition-
julia-naomi-rosenfield-boeira-auth/
https://textbookfull.com/product/introducing-javascript-game-
development-build-a-2d-game-from-the-ground-up-1st-edition-
graeme-stuart/
https://textbookfull.com/product/introducing-javascript-game-
development-build-a-2d-game-from-the-ground-up-1st-edition-
graeme-stuart-2/
https://textbookfull.com/product/win-the-game-of-googleopoly-
unlocking-the-secret-strategy-of-search-engines-1st-edition-
bradley/
https://textbookfull.com/product/3d-game-environments-create-
professional-3d-game-worlds-luke-ahearn/
Robert Ciesla
While the advice and information in this book are believed to be true
and accurate at the date of publication, neither the authors nor the
editors nor the publisher can accept any legal responsibility for any
errors or omissions that may be made. The publisher makes no
warranty, express or implied, with respect to the material contained
herein.
Producer
Designer
Programmer
Visual Artist
Sound Designer/Musician
Tester
Writer/Copywriter
Perfectionism Quest
A Programmer’s Mind
In Closing
Chapter 2:Game Engine Museum
General Terminology
4X
AAA
Algorithm
Application Programming Interface (API)
Chiptune
DLC/Microtransactions
FPS
MMOG/MMORPG
Ping
Pixel
Polygon
Pong
Primitive
Resolution
Shader
Shovelware
Sprite
Steam
Resources
Sandbox Game
Skybox
WASD
Programming Language
Procedures
Variable
Inheritance
Methods
BASIC
C
C++
C#
Java
JavaScript
ActionScript
GML
Python
Lua
In Closing
Unity Tips
MIDI
Plug-in
Decibels (dB)
EQ
Clipping
Normalization
Reverb
Transparency
Tools for 2D
Tools for 3D
Product
Price
Psychological Pricing
Penetration Pricing
Honeymoon Pricing
Premium Pricing
Economy Pricing
Product Bundling
Microtransactions
Place (Distribution)
Steam (steampowered.com)
Itch.io (www.itch.io)
IndieGameStand (indiegamestand.com)
Playism (playism-games.com)
Promotion
Web Site
Screenshots
Video Trailer
Social Media
Indiecade (indiecade.com)
Securities
Nonaccredited Investor
Accredited Investor
Crowdfunding
Kickstarter (kickstarter.com)
Fig (fig.co)
Indiegogo (indiegogo.com)
Gambitious (gambitious.com)
1977
Atari 2600
1982
Atari 5200
Commodore 64
1983
1985
Commodore Amiga
Atari ST
1986
Atari 7800
1987
1988
1990
Super Nintendo
1994
2000
PlayStation 2 by Sony
2001
Gamecube by Nintendo
Xbox by Microsoft
Resources
CPU
Hard Drive
Video Card
32-Bit/64-Bit Architecture
Hard Drives Revisited
Antialiasing (AA)
Billboard
Cel Shading
Clipping Plane
Fog
Viewing Frustum
Z-buffer
Shader Languages
Vertex Shaders
Geometry Shaders
Texture
Texture Atlas
Texture Mapping
Bump Mapping
Normal Mapping
Environment Mapping
Interpolation
Texture Filtering
Mipmaps
Raytracing
Bloom (Glow)
Gradient Noise
Parallax Scrolling
Voxel
Delta Time ( Ä t)
Machinima
Grinding
Konami Code
More on Programming
Data Structures
Flow Control
More on Physics
Euler’s Method
Ragdoll
Rigid-Body Dynamics
Soft-Body Dynamics
Index
Contents at a Glance
About the Author
Acknowledgments
Introduction
Index
About the Author and About the
Technical Reviewer
About the Author
Robert Ciesla
is a freelance writer from Helsinki, Finland. He earned a bachelor of
arts degree in journalism and has a knack for writing urban fiction
and directing short films. Robert has worked on many video games
on several platforms since being a kid in the mid-1990s. His latest
venture is Soiree Games, a burgeoning games company specializing
in products with a socially aware slant. Robert’s personal web site is
at robertciesla.com .
1. Getting Ready!
Robert Ciesla1
(1) Helsinki, Finland
Before you felt the urge to create your own games, you probably
were a consumer of games for quite some time. You’ve played a lot
of them over the years, and you have intuitive ideas of what appeals
to gamers like you.
Prior to getting serious about game development , you should
consciously seek factors that make a game great. The biggest overall
successes in entertainment software history all share common traits.
To a degree, you are wise to emulate them. Let’s take look at these
titles, shall we?
Tetris for mobile devices by Alexey Pajitnov & EA: More than
100 million copies sold. It was originally released in 1984 for the
Electronika 60, a then-hip computer from the Soviet Union.
Wii Sports by Nintendo: More than 82 million copies sold.
Minecraft by Mojang: More than 70 million copies sold.
Grand Theft Auto V (GTA V) by Rockstar Games: More than 52
million copies sold.
Super Mario Bros by Nintendo: More than 40 million copies sold.
Now let’s take a look at the indie contestants.
Minecraft by Mojang: More than 70 million copies sold
Super Meat Boy by Team Meat: More than 40 million copies sold
Fez by Polytron Corporation: More than 40 million copies sold
World of Goo by 2D Boy: More than 40 million copies sold
Bastion by Supergiant Games: More than 3 million copies sold
What do all of these titles have in common? They’re
multiplatform. In some cases, they’re very, very multiplatform. One
of them, Wii Sports, came bundled with a cool new system—see if
you can get on that bandwagon! These ten games are intuitive to
grasp and control, offering a smooth gaming experience. There are
also memorable main characters with highly merchandisable
gimmicks—Italian plumbers, anyone? And there’s a lot of violence, in
the case of GTA V (and many hit games that didn’t quite make the
list), which is a gangbanger simulation of the highest caliber. For
some reason, the people of this planet really, really enjoy their
extreme violence.
So, the following features are what sells:
Flawless game mechanics: The player doesn’t have to struggle
with controls or grasping the idea of the franchise. The basics
are simple, and they work at all times.
Lasting challenge: The game is virtually unbeatable (like Tetris
and Wii Sports) and/or provides tons of replayability.
Deployment for multiple platforms: Keep those Windows-only
games to a minimum.
Memorable, merchandisable characters.
Conflict and violence. In general, this planet loves it. In games,
it certainly helps.
Now, as a small developer, it’s likely you will need to wear many
hats. Let’s take a look at these roles in the video game industry next.
Working with modern video game–making software, it’s unlikely you
will need to ever dwell very deep into more complex areas of
programming, but it’s still a good idea to get acquainted with some
common industry job titles.
Another random document with
no related content on Scribd:
may be possible, it ought to be a certainty, that we will hear
something about the “when” and the “how,” after 1907, we are
supposed to have lost our status as free men and citizens of
America.
CHAPTER XXI
BRIEFS IGNORE THE AMERICAN CITIZEN