practical game design with unity and playmaker
Practical Game Design with Unity and Playmaker
Sergey Mohov
Chapter No. 1 "Getting Started with Unity and Playmaker"
In this package, you will find:
A Biography of the author of the book A preview chapter from the book, Chapter NO.1 "Getting Started with Unity and Playmaker"
A synopsis of the book's con
tent Information on where to buy this book
About the Author
Sergey Mohov
is a game developer and designer with over three years of experience in working on games in Unity. His prominent projects include Dédale, Paradis Perdus, and Lune. The rest of Sergey's games can be found on his website at along with his personal blog. I would like to thank everyone in the Unity community who helped me get from nothing to something. Special thanks to Mike Renwick who leaves no question unanswered. Many thanks to my friends and family for your continuing support. Thanks to Gwen, because everyone needs to get distracted every now and then. I can't go without thanking the staff at Packt Publishing for suggesting that I write this book and for their guidance throughout the process.
Practical Game Design with Unity and Playmaker
Historically, game design has been a broad term. It is still often associated uniquely with creating the rules of a game, establishing a system, defining what the game will be in broad brushstrokes and then creating particular gameplay scenarios or levels. Sometimes, we go a little farther and endow game designers with the power to define how the game's universe and aesthetics will work. Broad as this definition might seem, it remains very limited in one area, and that is technology. As the game industry moves toward its maturation, many small studios begin to emerge, often teams of one, two, or three individuals, attributing their success to the new generation of tools now available to game developers. While the larger game companies employing hundreds of developers have mostly been able to stand their ground, in this new landscape, the focus has already shifted toward polyvalence and self-sufficiency. Game designers have always wanted more control over the games that they make, and, for the first time in history, there is no reason why they should not reach out and take it. Knowing how your game works on the inside means having more control and creative freedom. It also means more effective communication with other members of the team, provided there are any. It empowers you to go ahead and simply make the game on your own, be it a mere prototype, a game jam project, or a full commercial release. Unity 3D is a game authoring tool that has changed the way we think about game development forever, making it much cheaper and more democratic. It allows anyone willing to invest their time into it to craft amazing game worlds and experiences for next to nothing. It has been one of the major forces driving this incredible change, with millions of new developers joining the game industry simply because they can now. The industry becomes more open every day, which enriches the pool of ideas that people bring to it from different backgrounds. This book is an introduction to practical game design using Unity and Playmaker by Hutong Games. The latter lets anyone make a game without writing any programming code, while not giving up any of the power that Unity has to offer. Knowing the basics of programming is still valuable while working on the technical side of a game, but going deep into it is no longer an imperative, which means that creating a game is now easier than it has ever been before. Even if you know how to code, learning how to use Playmaker in Unity may help you see the synergy between your game's mechanics and technology more clearly, making the development of your project more about finding the right design and less about working around the computer code.
practical game design with unity and playmaker
Source: https://www.scribd.com/document/192038774/9781849698108-Practical-Game-Design-with-Unity-and-Playmaker-Sample-Chapter
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