Filled with a passion to program on new systems, he has just become a registered Wii U developer and will also create content for Xbox One and PlayStation 4. To target so many platforms he uses Unity, which he learned while working on the Augmented Reality SBook for Saddington Baynes.
When not building software for other companies, he builds his own business by creating photo manipulation apps such as Zombify Me, games such as Aztec Antics and Amazed, and also works on educational apps and games such as Nursery Rhymes: Volume 1, 2, and 3.
Acknowledgment
I would very much like to thank my wonderful wife, Sophie. Without her support and enthusiasm I would not be where I am today or the man I am today. This one paragraph cannot thank her enough but I doubt Packt Publishing will let me write a book to her so it'll have to do. I must also thank my beautiful daughter Evie, she provides a brilliant distraction when I'm taking a break or thinking of what to write or do next.
I must also thank my Mum and Dad, they provided me with computer equipment from an early age, without which I would have never been able to learn how to program. Along with the rest of my family, my brother David, helped to foster a very strong interest in computers and computing. I will never forget when he made our Spectrum flash insults at me on the screen by programming it and it seemed like pure magic.
Dave Mark and Jeff LaMarche wrote the book I learnt iOS development from and without them I would have missed the mobile train completely.
And finally I must thank all of those from the #actionscript IRC channel where I first learned to program. Special thanks goes out to Rob Gibson, Mark Griffin, Glenn Jones, Andreas Rnning, and all the other people from that channel that I haven't mentioned.
About the Reviewers
John P. Doran is a technical game designer who has worked on all manners of educational, mod, and professional game projects. He graduated from DigiPen Institute of Technology in Redmond, WA with a Bachelor of Science in Game Design.
He previously worked at LucasArts in San Francisco, CA on Star Wars 1313 as an intern Level Designer. He is currently the lead instructor of the DigiPen-Ubisoft Campus Game Programming Program, instructing graduate level students in an intensive, advanced-level game programming curriculum. He's also a Software Engineer at DigiPen's Singapore campus teaching advanced usage of C/C++, UDK, Flash, Unity, and ActionScript in a development environment to students.
He is the author of Mastering UDK Game Development , Getting Started with UDK , and the co-writer of UDK iOS Game Development Beginner's Guide , all available from Packt Publishing .
You can check his blog at >.
Thanks so much to the author for allowing me to give him my thoughts while writing the book, I hope that they helped.
I'd also like to thank my brother, Chris Doran, and my wife Hannah Mai for being there for me whenever I need it and being patient while I was working on this. I'd also like to thank all the lovely people at Packt Publishing for all of their support and know-how!
Steve Jarman is a software developer from Sydney, Australia. He has been programming for almost 30 years; starting out on a Commodore 64 at an early age. Since 2008, Steve's efforts have been focused on video game development, primarily using the Unity engine. He is the creator of several successful mobile apps and games. Steve can be contacted through his website at www.stevejarman.com.
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Preface
As the Ouya technology is so new, finding information about developing for it can be hard. This book covers all that you'll need to know to create your game and add great features to it, such as controller functionality, animation, sounds, and monetization. We'll even show you how to make it work on Android phones and tablets.
What this book covers
, What is Ouya and Why Does It Matter? , gives a brief history of video games. We'll show where they've come from, where they're going, and how the Ouya technology fits in to that journey.