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Simon Jackson - Mastering Unity 2D Game Development

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Mastering Unity 2D Game Development: summary, description and annotation

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Become an expert in Unity3Ds new 2D system, and then join in the adventure to build an RPG game framework!
About This Book
  • Learn the advanced features of Unity 2D to change and customize games to suit your needs
  • Discover tips and tricks for Unity2Ds new toolset
  • Understand scripting, deployment, and platform integration with an example at each step
  • Get a whole life-cycle overview of game development, from advanced scripting, monetization, marketing and deployment
  • Who This Book Is ForIf you have C# knowledge but now want to become truly confident in creating fully functional 2D RPG games with Unity, then this book will show you everything you need to know.
    In Detail Unity3D has long been seen as a massive 3D game-making middleware system, with lots of power and an easy-to-use editor. Now, with 2D games back in fashion, Unity has created a 2D toolset for developers with the know-how to create great games.
    If you are looking for a book that will show you how to make a fully functional, customizable RPG game end to end, then this is the book for you. You will learn how to build an RPG game framework, learning lots of tips and tricks along the way, from advanced C# scripting to getting the most out of Unitys built in features such as Mecanim and curves in ways you may have not even considered.
    By the end of this book, you will be able to architect, create, deploy, and integrate your game with all of your intended platforms, and have the knowledge to build and customize the Unity editor for the games you create with confidence. You will also be tooled with tricks from the trade on marketing, monetization, targeting as many platforms as possible, with a keen focus on how to best profit from your title.

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Mastering Unity 2D Game Development

Table of Contents
Mastering Unity 2D Game Development

Mastering Unity 2D Game Development

Copyright 2014 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: August 2014

Production reference: 1200814

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-84969-734-7

www.packtpub.com

Cover image by Simon Jackson (<>)

Credits

Author

Simon Jackson

Reviewers

Trond Abusdal

Ben Beagley

Fredrik Kellermann

Wei Wang

Commissioning Editor

James Jones

Acquisition Editor

James Jones

Content Development Editor

Priyanka S

Technical Editors

Novina Kewalramani

Humera Shaikh

Copy Editors

Roshni Banerjee

Mradula Hegde

Gladson Monteiro

Adithi Shetty

Project Coordinator

Kartik Vedam

Proofreaders

Simran Bhogal

Maria Gould

Ameesha Green

Paul Hindle

Indexers

Hemangini Bari

Mehreen Deshmukh

Tejal Soni

Priya Subramani

Graphics

Valentina D'silva

Disha Haria

Yuvraj Mannari

Production Coordinator

Adonia Jones

Cover Work

Adonia Jones

About the Author

Simon Jackson has been a tinkerer, engineer, problem solver, and solution gatherer ever since his early years. In short, he loves to break things apart, figure out how they work, and them put them back together; usually better than before.

He started way back when with his first computer, the Commodore Vic20. It was simple, used a tape deck, and forced you to write programs in basic or assembly language; they were fun times. From there, he progressed through the ZX Spectrum +2 and the joyous days of modern graphics, but still with the 30 minutes load times from a trusty tape deck. Games were his passion even then, which led to many requests for another gaming machine, but Santa brought him an Amstrad 1640, his first PC. From there, his tinkering and building exploded, and that machine ended up being a huge monstrosity with so many add-ons and tweaked fixes. He was Frankenstein, and this PC became his own personal monster crafted from so many parts. Good times.

This passion led him down many paths, and he learned to help educate others on the tips and tricks he learned along the way; these skills have equipped him well for the future.

Today, he would class himself as a game development generalist. He works with many different frameworks, each time digging down, ripping them apart, and then showing whoever would listen through his blog, videos, and speaking events on how to build awesome frameworks and titles. This has been throughout many generations of C++, MDX, XNA (what a breath of fresh air that was), MonoGame, Unity3D, The Sunburn Gaming Engine, HTML, and a bunch of other proprietary frameworkshe did them all. This gives a very balanced view of how to build and manage many different types of multiplatform titles.

He didn't stop there as he regularly contributed to the MonoGame project, adding new features and samples, and publishing it on NuGet. He also has several of his own open source projects and actively seeks any new and interesting ones to help with.

By day, he is a lowly lead technical architect working in the healthcare industry seeking to improve patients' health and care through better software (a challenge to be sure). By night, he truly soars! Building, tinkering, and educating while trying to push game titles of his own. One day they will pay the bills, but until then, he still leads a double life.

Acknowledgments

I would like to thank my family above all, my wife, Caroline, and my four amazing children (Alexander, Caitlin, Jessica, and Nathan) for putting up with me and giving me the space to write this title as well as my other extravagancesthey truly lift me up and keep me sane. They are my rock, my shore, my world.

I would also like to thank Jamie Hales of PixelBalloon who generously donated some content for the Appendix and gave me new ideas and insights to look in to.

A big shout out to all the guys who ran and helped me out with the Unity porting events, which I supported throughout the course of this book, namely Lee Stott, Simon Michael, Riaz Amhed, Louis Sykes, Ben Beagley, Josh Naylor, Mahmud Chowdhury, and Michael Cameron. Also, the Unity evangelists who were badgered throughout the events and were pumped for hidden details: Joe Robins and Andy Touch. Truly a great crowd to get game developers energized and their titles onto as many platforms as possible. Lots of weekends lost to writing, but the book was better, for it was with so many different experiences.

Finally, thanks to the reviewers of this title who kept me grounded and on target, although that didn't help to keep the page count lowthanks for your support guys.

About the Reviewers

Trond Abusdal first got into programming when writing a modification for Quake2 with a childhood friend, but has been interested in computers since his parents bought him and his brother a C64 in the early 90s.

This interest lead to a Bachelor's degree in Computer Science in 2006, after which he started working for Terravision, a company that uses game technologies as a tool for education and visualization. In 2008, he first got introduced to Unity, which is still his main game development tool, although the knowledge of other technologies and tools often come in handy.

Since 2010, he has been a programmer and more recently a partner at Rock Pocket Games, which makes games for a variety of different platforms, both client projects and internal projects.

Ben Beagley is a game development student at the University of Portsmouth, specializing in programming with some design. Currently, he is in his final year after being placed as a member of a small indie development company, the Chromium Gamesroom, that uses Unity as their primary development tool. He also works with Microsoft, promoting development for Windows 8 / Windows Phone 8 with Unity, regularly attending events and helping other Unity developers port their titles. When not working, he enjoys quiet nights in with his girlfriend watching Netflix and getting beaten in all his favorite video games. He has a new development blog where he posts about current projects and uploads old ones at www.benbeagley.com.

Fredrik Kellermann

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