Gamification with Unity 5.x

Build exhilarating gaming experiences using a wide range of game elements in Unity 5.x

Gamification with Unity 5.x

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Lauren S. Ferro

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Build exhilarating gaming experiences using a wide range of game elements in Unity 5.x
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Book Details

ISBN 139781786463487
Paperback328 pages

Book Description

Are you looking at implementing gamification techniques for your business and wondering where to get a complete rundown of all the tricks and techniques? Well, you have come to the right place!

This book will start right from the basics such as gameplay elements and their functionalities before gradually moving onto creating your first gamification project from scratch.

You’ll be given the tools and shown how to perform various techniques for creating gamified applications in different contexts. Finally, you will implement various game elements into Unity, publish your own task management application, and get to know the best practices and approaches when designing gamified experiences.

Table of Contents

Chapter 1: The Anatomy of Games
Not just pixels and programming
Playing to learn
Gamify all things with gamification
What is game design?
Competency and complacency; where do we draw the line?
Summary
Chapter 2: Who or What Am I? Understanding the Player
The players - who are they and where do they come from?
Who is our application targeting?
The user
Deciding on what you want your users to achieve
Creating a user profile system in Unity
Summary
Chapter 3: An Engaged Player is a Happy Player
Keeping 'em engaged
How am I doing?
Someone call a doctor!
On point!
You've come this far, keep going
Showing off how awesome you are
Taking in the view with dashboards
There is no I in team
Summary
Chapter 4: Organized Chaos - Getting Ideas Out of Your Head and on to Paper
Brainstorming - getting it all out on the table
Tools and methods for getting ideas out and organizing thoughts
Brainstorming activities
Implementing a brainstorming tool in Unity to shuffle ideas
Summary
Chapter 5: Sculpting the Conceptual Beast
Creating a Game Design Document
Creating a prototype - what you'll need
Methods of prototyping
Tools for prototyping in Unity
Getting basic core concepts into Unity
Revisiting the prototype
Summary
Chapter 6: Breathing Life into Your First Creation - Creating and Importing Assets for Your Application
Designing the application
Creating the game elements
An introduction to Illustrator
Importing and setting our assets in Unity
Summary
Chapter 7: Get Your Motor Running
Designing our application
Getting started
Creating the application interface
Defining tasks
Dealing with tasks
Summary
Chapter 8: Break, Destroy, and Rebuild - the Art of Playtesting and Iteration
Playtesting
Methods of playtesting - game time!
After the game
Iteration
Data persistence in our application
Connecting our application to a database
Summary
Chapter 9: Graduating Your Project to Completion
Finishing the application
Optimizing the project for a mobile platform
Getting it ready to publish
Where do I begin?
Towards new horizons
Summary
Chapter 10: Being the Best That You Can Be!
Getting your game on without overdoing it
New and future directions
Improving your skills once you have finished this book
Summary

What You Will Learn

  • Assess your learners’ abilities by setting up challenges and quests
  • Implement the game elements that relate to the project into Unity
  • Publish your own task management application to better engage readers
  • Improve your design using methods of playtesting and iteration
  • Issue OpenBadges to recognize achievements and set up an online database to store your users achievements.

Authors

Table of Contents

Chapter 1: The Anatomy of Games
Not just pixels and programming
Playing to learn
Gamify all things with gamification
What is game design?
Competency and complacency; where do we draw the line?
Summary
Chapter 2: Who or What Am I? Understanding the Player
The players - who are they and where do they come from?
Who is our application targeting?
The user
Deciding on what you want your users to achieve
Creating a user profile system in Unity
Summary
Chapter 3: An Engaged Player is a Happy Player
Keeping 'em engaged
How am I doing?
Someone call a doctor!
On point!
You've come this far, keep going
Showing off how awesome you are
Taking in the view with dashboards
There is no I in team
Summary
Chapter 4: Organized Chaos - Getting Ideas Out of Your Head and on to Paper
Brainstorming - getting it all out on the table
Tools and methods for getting ideas out and organizing thoughts
Brainstorming activities
Implementing a brainstorming tool in Unity to shuffle ideas
Summary
Chapter 5: Sculpting the Conceptual Beast
Creating a Game Design Document
Creating a prototype - what you'll need
Methods of prototyping
Tools for prototyping in Unity
Getting basic core concepts into Unity
Revisiting the prototype
Summary
Chapter 6: Breathing Life into Your First Creation - Creating and Importing Assets for Your Application
Designing the application
Creating the game elements
An introduction to Illustrator
Importing and setting our assets in Unity
Summary
Chapter 7: Get Your Motor Running
Designing our application
Getting started
Creating the application interface
Defining tasks
Dealing with tasks
Summary
Chapter 8: Break, Destroy, and Rebuild - the Art of Playtesting and Iteration
Playtesting
Methods of playtesting - game time!
After the game
Iteration
Data persistence in our application
Connecting our application to a database
Summary
Chapter 9: Graduating Your Project to Completion
Finishing the application
Optimizing the project for a mobile platform
Getting it ready to publish
Where do I begin?
Towards new horizons
Summary
Chapter 10: Being the Best That You Can Be!
Getting your game on without overdoing it
New and future directions
Improving your skills once you have finished this book
Summary

Book Details

ISBN 139781786463487
Paperback328 pages
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