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Dr. Claudio Scolastici - Mobile Game Design Essentials

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Dr. Claudio Scolastici Mobile Game Design Essentials

Mobile Game Design Essentials: summary, description and annotation

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The videogame industry is not affected by the economic crisis as the market expands each year. In addition to that, the mobile market offers the opportunity to small teams with limited budgets to create successful games that can compete with the big companies. This is a guide to help you take a share of this huge market.Mobile Game Design Essentials will teach you how to develop professional quality games for mobile platforms. You will learn how to take advantage of devices and their built-in technologies.
Get to know the best software and programming languages to create videogames from scratch and detailed tutorials to get your hands dirty with the common practices of game development.Mobile Game Design Essentials introduces you to smartphones, their operating systems, and development environments. It describes in detail the roles required by an indie team of mobile developers, the most popular software to create graphics and audio for games, the most used programming languages, and the best game engines. It also provides several tutorials detailing efficient game development and prototyping.Starting with a description of the mobile platforms and the roles to cover when building up your own indie team, Mobile Game Design Essentials then provides a description of the techniques and software used to create graphics and audio for games and the coding languages and development environments used by programmers. It also aims to acquaint you with the best practices of mobile game design and development, by addressing the importance of the prototype-test-polish cycle and the analysis of the distinctive aspects of mobile game design. Finally, it concludes with a step-by-step guide to create the presentation document for your next mobile game.Mobile Game Design Essentials covers everything you need to know to get started in the mobile game industry from collecting your team, recommendations on development software, to marketing and publication.

Dr. Claudio Scolastici: author's other books


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Mobile Game Design Essentials

Mobile Game Design Essentials

Copyright 2013 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 authors, 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: November 2013

Production Reference: 1141113

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-84969-298-4

www.packtpub.com

Cover Image by Jarek Blaminsky (<>)

Credits

Authors

Dr. Claudio Scolastici

David Nolte

Reviewers

Diane Harding

Kahl Sada

Mehul Shukla

Francis Styck

Sergio Viudes Carbonell

Acquisition Editor

Rubal Kaur

Lead Technical Editor

Neeshma Ramakrishnan

Technical Editors

Shashank Desai

Iram Malik

Manal Pednekar

Project Coordinator

Shiksha Chaturvedi

Proofreader

Lucy Rowland

Indexer

Mariammal Chettiyar

Graphics

Yuvraj Mannari

Production Coordinator

Adonia Jones

Cover Work

Adonia Jones

About the Authors

Dr. Claudio Scolastici is a former researcher at the Department of Cognitive Sciences of the National Research Council of Rome.

In 2002, he started working in the video game industry as a tester for Electronic Arts. After he graduated in General and Experimental Psychology with a specialization in Artificial Intelligence, he worked as a consultant game designer for Italian game developers such as SpinVector and Palzoun Game First.

In 2012, he joined the No.One indie team to develop XX La Breccia, the first quality first person shooter ever made in Italy using the Unreal Engine.

Today he authors tutorials on game development for Digital Tutors and Game Programming Italia, and acts as a game design consultant for indie developers and start-ups in Rome, where he currently resides.

David Nolte graduated with a Bachelor of Fine Arts degree from the University of Hawaii, Manoa.

He spent 15 years in the advertising industry in Honolulu, working his way from paste-up artist to print production manager. He then worked 23 years in the video game industry as a game designer and production manager. Most of that was time spent working on Tetris and its variants for a variety of platforms.

He was the producer of Faceball 2000, the only real-time first person shooter released on the original Gameboy. It won best Gameboy Game of the Year award at the Consumer Electronics Show, 1991. He has over 20 published games to his credit on a variety of platforms.

About the Reviewers

Diane Harding has been a software developer for over 35 years, and has extensive expertise in the design and development of large-scale software packages that integrate data from a wide variety of sources, for interactive screen editing and display, as well as database archival. She has developed web-based applications with access via web browser (portal) or graphical user interface, and has been a fluent programmer in Fortran, C, C++, SQL, Perl, XML, Java, and JSP. Her background also includes extensive technical and numerical analysis experience in Ocean Sciences including side-scan sonar, bathymetry, and multi-static acoustics. She was born and raised in Hawaii and went on to attend the Massachusetts Institute of Technology, where she received a degree in Applied Mathematics. She currently resides in Kailua, Hawaii.

Over her career, Diane Harding has been a senior software engineer for the Smithsonian Astrophysical Observatory, Cambridge Massachusetts, for the University of Hawaii Institute of Geophysics, Honolulu, for Fugro Seafloor Surveys, Inc. based in Seattle, Washington, and for Applied Marine Solutions, a DOD contractor based in Hawaii.

Diane Harding has co-authored and contributed to articles and abstracts published in EOS, Transactions of the American Geophysical Union and other journals, as well as worked as a technical editor and a contributor on numerous work-related proposals submitted to various government funding agencies. She has also generated user and technical manuals for the software packages developed, for distribution to the end users and installation of the applications.

Kahl Sada fell in love with video games thanks to Alley Cat, but only with Metal Gear Solid did he realize that being a game designer was his lifetime dream. He started creating games with RPG Maker then moved to Unity 3D to create more interesting and deep gameplay. Specializing in Guerrilla Prototyping and in Gameplay Balancing, he is now a full-time employee of Lunar Walkers LTD.

Mehul Shukla is one of the PlayStation Mobile specialists in the SCEE R&D Developer Services Team. The Developer Services Team provides front-line engineering support for all game developers, large or small, on all PlayStation platforms. He provides technical support and performance advice to developers all over the globe on the PSM community forums on a daily basis.

He has also given technical talks about PlayStation Mobile development at a number of games industry conferences and academic events.

Mehul joined SCEE R&D right after his University education. He has a Master's degree in Games Programming and a Bachelor's degree in Computer Systems Engineering.

He has also worked as a technical reviewer for P layStationMobile Development Cookbook , Packt Publishing .

I would like to thank the authors, David Nolte and Claudio Scolastici, for the hard work they have put in and for sharing their invaluable experience of the games industry. There is a lot I have learned during the reviewing of this book and I hope others too can benefit from it. I wish the authors all the best for the future.

Francis Styck has been developing games since his college days at UNLV, while pursuing an Engineering degree in the 1980s, when games were written in Assembly language on the Atari 800 and Commodore 64. He continued with his education at UNLV and graduated with an MBA in 2001. Today, he is still writing games but now uses the power of C++, Marmalade, and Cocos2d-x to support many platforms and devices. You can stay in touch with Francis using LinkedIn at http://www.linkedin.com/in/styck.

Sergio Viudes Carbonell is a 31-year-old software developer from Elche, Spain. He works developing apps and video games for the Web and Android.

He has played video games since his childhood. He started playing with his brother's Spectrum when he was just 5 years old. When he bought his first PC (well, his parents did), he was 14 years old, and started learning computer programming, computer drawing, and music composition (using the famous Fast Tracker 2). When he finished high school, he studied Computer Science at the University of Alicante.

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