Mobile Game Design Essentials

Mobile Game Design Essentials
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Packed with the best practices in game development, and the methodologies and tricks to create fun, polished games Detailed descriptions of software and methodologies to create graphics and audio for video games References to the most popular programming and scripting languages and development kits

Book Details

Language : English
Paperback : 358 pages [ 235mm x 191mm ]
Release Date : November 2013
ISBN : 184969298X
ISBN 13 : 9781849692984
Author(s) : Dr. Claudio Scolastici, David Nolte
Topics and Technologies : All Books, Game Development, Mobile, Games

Table of Contents

Chapter 1: Operating Systems – Mobile and Otherwise
Chapter 2: The Mobile Indie Team
Chapter 3: Graphics for Mobile
Chapter 4: Audio for Mobile
Chapter 5: Coding Games
Chapter 6: Mobile Game Controls
Chapter 7: Interface Design for Mobile Games
Chapter 8: Mobile Game Engines
Chapter 9: Prototyping
Chapter 10: Balancing, Tuning, and Polishing Mobile Games
Chapter 11: Mobile Game Design
Chapter 12: Pitching a Mobile Game
  • Chapter 1: Operating Systems – Mobile and Otherwise
    • Operating systems
    • Mobile operating systems
      • Android
        • Google Play and Amazon Appstore
        • App development
        • Games for Android
        • Eclipse versus Intellij
      • iOS
        • The App Store
        • Development on iOS
        • Xcode
        • Using Xcode
      • Windows Phone
        • Windows Phone Store
        • Developing apps with Windows Phone
        • Developing a game for Windows Phone with XNA
      • Java ME
        • Developing games with Java ME
        • NetBeans
      • BlackBerry
        • The BlackBerry App World
        • Developing games for BlackBerry
    • Summary
    • Chapter 2: The Mobile Indie Team
      • A matter of size
      • Key roles in a successful team
      • What it takes
        • Commitment
        • Cohesion
        • Software development methodologies
        • Discipline
        • Professional training
        • Passion for games
      • The roles in an indie mobile team
        • The game designer
          • Designer at work
          • Designer tools
          • The practices of game design
          • Academic formation and personality
        • No game is ever done!
      • The game artist
        • Brushes and canvas
        • Forms of art
        • 2D graphic assets
        • 3D graphic assets
        • Art schools and creative types
      • The programmer
        • The programmer's kit
        • Coding departments
        • Learning to be a programmer
      • The game tester
        • The tools of deconstruction
        • Aspects of game testing
      • Skills of a professional player
      • University of Gamestop
      • The game producer
        • Keeping things organized
        • Key questions of a producer
        • Skills for all!
        • Who is the producer?
      • The sound designer
        • Creating music and sound fx
        • Audio skills and tasks
          • Schools of sound production
        • Audio personality
      • Summary
      • Chapter 3: Graphics for Mobile
        • Pixels and vectors
          • Pixels
          • Vectors
        • The graphic file formats
          • Raster graphics
          • Vector graphics
          • Videos in videogames
        • Software to create game graphics
        • Resolution issues with mobile games
        • 2D graphic assets
          • Sprites
          • Backgrounds
          • Tiles
          • The parallax motion
          • Masking
        • 3D graphic assets
          • 3D models
          • Texturing
          • Materials
          • UV Mapping
          • More on textures
          • Baking
          • Animations
        • Designing a character for mobile
          • The character design process
          • Silhouettes
        • Colors for mobile
        • The user interface and HUD
        • Summary
        • Chapter 4: Audio for Mobile
          • Digital sound technology
            • Analog versus digital
            • Recording and playback
              • Recording
            • Playback
          • Types of game sounds
            • Dynamic audio
              • Adaptive audio
              • Interactive audio
            • Non-Dynamic linear sounds and music
            • Diegetic sounds
              • Adaptive
              • Interactive
              • Non-Dynamic
            • Non-Diegetic sounds
              • Adaptive
              • Interactive
            • Kinetic gestural interaction
          • The audio editing software
            • Avid Pro Tools
            • Sound Forge/Sonic Foundry
            • Audacity
            • Ableton Live
          • Designing audio for mobile games
            • Planning the audio in advance
            • Hardware limitations for mobile games audio
            • The role of audio in mobile games
            • Listening conditions for mobile games
          • Best practices for mobile games audio design
            • Scripting skills for a mobile audio designer
            • File compression
            • Looping background music
            • To learn more
            • Final advice
          • Summary
          • Chapter 5: Coding Games
            • Main features of programming languages
              • Libraries
              • Abstraction
              • Implementation
              • Usage
            • Game programming
            • C++
              • Memory management
              • Objects
              • Complaints about C++
            • Java
              • Memory management
              • Syntax
              • Java for mobile – Java ME
              • Objective-C
                • Cocoa
                • Cocoa Touch
              • Xcode
                • Working with objects
                • Extending classes with categories
                • Protocols define messaging contracts
                • Values and collections
                • Blocks
                • Objective-C conventions
                • Getting started
              • HTML5
                • Canvas
                • HTML5 and Flash
                • Issues with HTML5
                • HTML5 games
              • Conclusions
            • Scripting languages
            • Structure of a game program
              • Initialization
              • The game loop
              • Termination
              • Conclusion
            • Summary
            • Chapter 6: Mobile Game Controls
              • Input technology
              • Touchscreens
              • Keypads
              • Touchscreen gestures
                • Single–tap
                • Double–tap
                • Long press
                • Scroll
                • Spread and pinch
                • Pan
                • Flick
                • Multifinger tap
                • Multifinger scroll
                • Rotate
              • Input interfaces for mobile games
              • Built-in devices
                • GPS
                • Accelerometer
                • Camera
                • Microphone
                • External controllers
                  • Gamepads
                  • Analog sticks
                  • Touch-enabled cases
                  • Grip
                  • Cabinets
                  • Headphones
              • Future technologies
                • Eye tracking
                • Brainwave readers
              • Summary
              • Chapter 7: Interface Design for Mobile Games
                • The role of the user interface
                • Approaching user interface design
                  • UI in videogames
                • Designing the UI
                  • Aesthetics
                  • More on vectors and rasters
                  • Designing icons
                • Best practices in UI design
                  • Search for references
                  • The screen flow
                  • Functionality
                  • Wireframes
                  • The button size
                  • The main screen
                  • Test and iterate
                  • Evergreen options
                    • Multiple save slots
                    • Screen rotation
                    • Calibrations and reconfigurations
                    • Challenges
                    • Experiment
                • Summary
                • Chapter 8: Mobile Game Engines
                  • What engines can do
                  • What engines can't do
                  • Game engines
                    • 2D game engines
                      • Torque 2D
                      • Cocos2D
                      • Corona SDK
                    • 3D game engines
                      • Shiva 3D
                      • Unity 3D
                    • Top-quality engines
                      • Unreal/UDK
                    • Educational engines
                      • GameMaker
                      • GameSalad
                  • Unity3D Tutorial – part 1
                    • Tutorial part 1A – importing 3D models
                    • Tutorial part 1B – setting up the scene
                  • Summary
                  • Chapter 9: Prototyping
                    • Steps in the prototyping process
                      • Defining the prototype
                      • Building the prototype
                      • Testing the prototype
                      • Fixing the prototype
                    • Prototyping styles
                      • Horizontal prototype
                      • Vertical prototype
                    • Types of prototyping
                      • Disposable code
                        • Your imagination
                        • Pencil and paper
                        • Visual prototypes
                        • Interactive prototypes
                        • Reusable code
                    • Why prototype?
                    • What to avoid
                    • Tools
                      • Tools for rapid prototyping
                    • Unity3D tutorial – part 2
                      • The player's ship
                      • The aliens
                      • Firing
                    • Summary
                    • Chapter 10: Balancing, Tuning, and Polishing Mobile Games
                      • Balancing
                        • Symmetry
                        • Randomization
                        • Feedback loops
                        • Game director
                        • Statistics
                      • Tuning
                        • Tuning strategies
                      • Difficulty settings
                        • Global difficulty
                      • Unity 3D tutorial – part 3
                        • The barriers
                        • The player's ship reprise
                        • Refining the details
                        • Adding a GUI
                        • Adding audio effects
                        • Particle system effects
                        • Unity 3D tutorial summary
                      • Summary
                      • Chapter 11: Mobile Game Design
                        • The basic game design process
                        • The dos and don'ts of game design
                          • Dos
                          • Don'ts
                        • Designing mobile games
                          • Hardware limitations
                            • Screen size
                            • Game controls
                            • Audio output
                            • File size
                            • Processing power
                          • Mobile design constraints
                            • Play time
                            • Game depth
                            • Mobile environment
                            • Smartphones
                            • Single player versus multiplayer
                        • The mobile market
                        • Mobile gamers
                        • Business models
                          • Premium
                          • Freemium
                          • Ad supported
                          • Hybrid
                          • Choosing the right business model
                        • What makes games fun
                          • The four keys to fun – the game mechanics that drive play
                            • Hard fun – emotions from meaningful challenges, strategies, and puzzles
                            • Easy fun – grab attention with ambiguity, incompleteness, and detail
                            • The people factor – create opportunities for player competition, cooperation, performance, and spectacle
                          • Raph Koster and Roger Caillois
                        • Summary
                        • Chapter 12: Pitching a Mobile Game
                          • The pitch document
                            • Importance of pitching
                          • Game concept
                            • References
                            • Prototypes
                            • Stuck?
                            • Genre
                            • Target audience
                            • Key features
                            • Target platform and competitors
                          • Game mechanics
                            • Control scheme and interface
                            • Scoring system and achievements
                            • A gameplay example
                            • Screen flow and screens relationship
                            • Game flow
                          • Tech
                            • Screenshot
                            • Team/Designer resume
                          • Lilypads pitch document
                            • Concept
                            • Genre
                            • References
                            • Target
                            • Platform
                            • Competitors
                            • Key features
                          • Character design
                          • Game mechanics
                            • Score
                            • Virtual currency
                            • IAP (In-App Purchase)
                            • Achievements and leaderboards
                            • Additional game elements
                            • Screen flow
                            • Game flow
                          • Tech
                            • Game features
                            • Platform
                              • The iPhone 4
                            • Game screen study
                            • A list of assets
                              • Graphics
                              • Audio
                              • Software
                              • Schedule and budget
                          • Summary

                          Dr. Claudio Scolastici

                          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

                          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.

                          Submit Errata

                          Please let us know if you have found any errors not listed on this list by completing our errata submission form. Our editors will check them and add them to this list. Thank you.


                          - 1 submitted: last submission 25 Feb 2014

                          Errata type: Typo | Page number : 2, 8, 10, 12, 15

                          The acronym of Mobile Information Device Profile is given as MIPD. It should instead be MIDP.

                          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

                          Get to know who makes up a game development team and how to select the right people for yours Discover the most popular graphics software applications as well as understand the guidelines to produce graphics efficiently Explore the most popular audio software applications and how to produce sound effects and music for your games Get well versed with the programming languages used in mobile game development Learn what the most common input systems and controls used in mobile games are Understand what the most popular game engines used in mobile game development are and which are appropriate to your game’s characteristics Get acquainted with the game development process from concept to release Learn how to publish and market your mobile game

                          In Detail

                          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.


                          A step-by-step guide with plenty of reference images, examples, and tutorials to help you develop a game right from its conceptualization through to its release in the market.

                          Who this book is for

                          This book is for game enthusiasts who want to try their hand at designing, developing, and publishing their own games. Be aware that this effort requires a wide variety of skills, including graphic and audio design, programming, and play testing, which is why we also describe how to assemble a team with the appropriate skills. On the other hand if you just want to prototype your game ideas to see how they “play out”, this book will meet your needs as well.

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