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Index
Mobile Game Design Essentials
Table of Contents Mobile Game Design Essentials Credits About the Authors About the Reviewers www.PacktPub.com
Support files, eBooks, discount offers and more
Why Subscribe? Free Access for Packt account holders
Preface
What this book covers What you need for this book Who this book is for Conventions Reader feedback Customer support Downloading the color images of this book
Errata Piracy Questions
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
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
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
4. Audio for Mobile
Digital sound technology
Analog versus digital Recording and playback
Recording
The sample rate The word length Compression
Uncompressed Lossless compression Lossy compression
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
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
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
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
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
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
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
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
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
Index
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