iPhone Game Blueprints

iPhone Game Blueprints
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Table of Contents
Sample Chapters
  • Seven step by step game projects for you to build
  • Cover all aspects from graphics to game ergonomics
  • Tips and tricks for all of your iPhone programming

Book Details

Language : English
Paperback : 358 pages [ 235mm x 191mm ]
Release Date : December 2013
ISBN : 184969026X
ISBN 13 : 9781849690263
Author(s) : Igor Uduslivii
Topics and Technologies : All Books, Game Development

Table of Contents

Chapter 1: Starting the Game
Chapter 2: Ergonomics
Chapter 3: Gesture Games
Chapter 4: Card and Board Games
Chapter 5: Puzzles
Chapter 6: Platformer
Chapter 7: Adventure
Chapter 8: Action Games
Chapter 9: Games with Reality
  • Chapter 1: Starting the Game
    • Telling a story
    • Characters
    • Levels
    • Naming
    • Working with graphic assets
    • Sprites and tiles
    • Preparing animation
    • Background
    • Application icon
    • Achievements
    • Trophies
    • Banners
    • Screenshots
    • Gameplay videos
    • Summary
    • Chapter 2: Ergonomics
      • Portraying the player
      • Ergonomic aspects
        • Simple rules
        • Distance to the game
        • The Pause button
        • Autosaving
        • The Continue button
        • Visibility of the control elements
        • Direct control
        • Introducing functionalities
        • Health regeneration
        • Peaks and valleys
        • One event per moment
        • Difficulty level
        • Sound and music
      • Minimum screen areas
      • Using buttons
      • UI elements
      • Accessible games
      • Color blindness
      • Photosensitive epilepsy
      • Handedness
      • Other accessibility issues
      • Summary
      • Chapter 3: Gesture Games
        • Introducing the game idea
        • Imagining the device orientation
        • Introducing game modes
          • Gestures
          • Intuition
          • Lights
        • Thinking about the plot and decorations
          • Alternative ideas
        • Creating a game's identity
        • Game blueprints
        • Summary
        • Chapter 4: Card and Board Games
          • The ornament of life
          • Powerful objects
          • Traditional board games
          • Planning your digital board game
            • The Plot
          • Game elements and goals
            • Game start
            • The game board
            • Decks
            • Robots
            • Doors
            • Tools and bonuses
            • Monsters
            • The game table
            • Robo-golem
            • Robo-zombie
          • Alternative ideas
          • Player's identity
          • Game blueprints
          • Summary
          • Chapter 5: Puzzles
            • Making connections
            • Puzzle types
              • Word puzzles
              • Number (mathematical) puzzles
              • Audio puzzles
              • Transport puzzles
              • Point connection puzzles
              • Physics-based puzzles
              • Tile-matching puzzles
              • Match-three games
            • Game board dimensions
            • Triggers
            • Scoring
            • Prototyping your puzzle
            • Inserting elements
            • Tile shooter
            • Scrolling
            • Moving columns
            • Tile-o-fall
            • Obstacles
            • Tile-o-maze
            • Tile-RPG
            • Ornamentation
            • Alternative ideas for match-three games
            • The identity of the game
            • Blueprints
            • Summary
            • Chapter 6: Platformer
              • Scaffolding
              • Types of platforms
                • Game idea
                • Plot
                • Game controls
              • Setting the screen layout
              • Planning a character's look
                • Making characters cute
                • Making characters scary
                • Making characters brutal
                • Avoiding the uncanny valley
                • Creating characters
              • Earning bonuses and pitfalls
              • Introducing triggers
              • Fighting with enemies
              • Parallax scrolling
              • Starting an animation
              • Frames
              • Walking cycle for protagonist
              • Walking cycle animation for enemies
              • Jumping and shooting animation
              • Programming animation
              • Physics-based puzzles
              • The identity of the game
              • Blueprints of the 3robopainter game
              • Summary
              • Chapter 7: Adventure
                • Beginning of a journey
                • Understanding types of adventure games
                  • Text-based adventure
                  • Puzzle-based adventure
                  • Action-based adventure
                  • Escape the room
                  • Planning the setting
                  • Establishing the game idea
                  • Writing the plot
                  • Introducing the protagonist
                  • Planning the room
                  • Interaction
                  • Language of adventures
                  • Thinking about puzzles
                  • Creating the scene flowchart
                  • Presenting the inventory
                  • Monologues
                  • Dialogues
                  • Constructing the conversation tree
                  • Working with phrases
                  • Creating the dialogue window
                • Alternative ideas
                • Identity for the game
                • Blueprints
                • Summary
                • Chapter 8: Action Games
                  • Introducing action games
                  • Classifying the types of shooters
                    • Fixed shooters
                    • Scrolling shooter
                    • Rail shooter
                    • First-person shooter
                    • Third-person shooter
                    • Mixed shooters
                  • Generating the game idea
                    • Writing the plot
                    • Planning game modes
                    • Developing the protagonist
                    • Designing enemies
                    • Preparing obstacles
                    • Illustrating collisions
                  • Inserting anomalies
                  • Giving bonuses
                  • Introducing health and oxygen
                  • Introducing energy cells
                  • Shooting
                  • Working with onscreen controls
                  • Turning space orientation into controls
                  • Designing the head-up display
                  • Discussing 3D graphics
                  • Turning low poly graphics into art
                  • Modeling 3D graphics
                  • Understanding normal mapping
                  • Alternative ideas for the game
                  • Creating the identity for the game
                  • Blueprints of the game
                  • Summary
                  • Chapter 9: Games with Reality
                    • Seeing real unreal
                    • Learning augmented reality methods
                    • Understanding fiducial markers
                    • Working with graphics in AR games
                    • Meeting AR games
                    • Using real landmarks
                    • Planning an AR game
                    • The concept of an AR game
                    • Planning game controls
                    • Controlling real objects
                    • Gamificating reality
                    • Summary

                    Igor Uduslivii

                    Igor Uduslivii is a freelance illustrator and graphic designer with more than a decade's experience in this domain. He specializes in artwork for mobile games and UI graphics such as icons and buttons. Currently, he cooperates with Spooky House Studios UG (haftungsbeschränkt), a game development company that has created popular puzzle titles such as Bubble Explode and Rail Maze.

                    Right from his early years, he was passionate about drawing, computers, and video games. As a child, he liked to create illustrations by traditional painting methods as well as designing simple 8-bit games. After completing his studies from the Republican Colegiul de Informatica in Chisinau, Moldova, he began his career as an editor at Electronic Office publishing house, writing articles about new technologies and particularly, computer graphics. In parallel, he started studying Flash technology and animation. After that, he began actively working as a media designer, creating promo animations and Flash games. Igor also worked on the graphical look of software products, designing visual identities and UI elements. Among his clients were Kaspersky Lab, Reasoft, LemonStand, and many others. By now, most of his time is taken up by games. He is working on a full bunch of graphics, such as the application icon, characters, background art, props, textures, and animations.

                    He is fond of design as an art form and pursues it as a hobby, developing various concepts in the domain of print and simple industrial design elements. In fact, all the images (except the screenshots for games and the photos) that appear in this book are designed by him. He also worked as the main graphic artist for mobile games such as Blueprint3D, Rail Maze, and Bubble Explode. One of his projects called Jackets and Bookmarks was showcased at the Kleinefabriek exhibition at Amsterdam in 2010.

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                    Sample chapters

                    You can view our sample chapters and prefaces of this title on PacktLib or download sample chapters in PDF format.

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                    What you will learn from this book

                    • Prepare game graphics for various types of screen resolutions for iOS devices
                    • Design games keeping in mind people with disabilities: players with color blindness, perception problems.
                    • Learn the principles of animation, creating walking cycles and other types of motion
                    • Decorate and design a game world and game levels, making them truly alive
                    • Create a digital board game, creating a dedicated card deck of your own, planning rules and rewards.
                    • Create an action game and platform arcade, with a focus on main character and game world design
                    • Explore augmented reality building games, which use both the virtual and real world in their gameplay

                    In Detail

                    Designing and selling games on the iOS platform has become a phenomenon ever since the introduction of the App Store. With mobile gaming taking the World by storm, users are indulging in all different types of games. iPhone Game Blueprints is a hands on guide to both inspire and help developers, graphic designers, and game enthusiasts to create their own games for iOS devices.

                    Taking a selection of iPhone game "styles" we will learn how to set the foundation and essential functionality for each game. Including thorough explanations of popular games such as puzzles, arcades, and adventures, as well as useful theoretical and technical concepts. iPhone Game Blueprints is your complete guide to creating great iPhone games, from a simple gesture game to a classic shoot 'em up.

                    iPhone Game Blueprints guides you through the universe of mobile games, starting with the overall information about game ideas, ergonomic aspects, and much more. Then it switches to a description of each particular game type, presenting ready-to-use ideas and applications.

                    This book will take you through a selection of iPhone game styles and show how to create the foundation and essential functionality for a game of that genre.The examples in this book are only the beginning.

                    Including a deluge of practical tips, focusing on the best approach to game design, not forgetting to mention the pitfalls. iPhone Game Blueprints will give you the blueprints of several mobile game's essentials cores. Whether you're just getting started with gaming, or want to try a whole different genre of game, these blueprints are everything you need.


                    iPhone Game Blueprints is a practical, hands-on guide with step-by-step instructions leading you through a number of different projects, providing you with the essentials for creating your own iPhone games

                    Who this book is for

                    This book is for graphic designers, developers, illustrators, and simple enthusiasts, who dream about the creation of mobile games or who have already worked in that domain, but need some additional inspiration and knowledge. This book can be considered as an illustrated handbook, worth having in your game development studio. It can work as a “paper art-director” for your project.

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