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Gamification with Unity 5.x

You're reading from   Gamification with Unity 5.x Build exhilarating gaming experiences using a wide range of game elements in Unity 5.x

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Product type Paperback
Published in Nov 2016
Publisher Packt
ISBN-13 9781786463487
Length 328 pages
Edition 1st Edition
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Author (1):
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Lauren S. Ferro Lauren S. Ferro
Author Profile Icon Lauren S. Ferro
Lauren S. Ferro
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Table of Contents (11) Chapters Close

Preface 1. The Anatomy of Games 2. Who or What Am I? Understanding the Player FREE CHAPTER 3. An Engaged Player is a Happy Player 4. Organized Chaos - Getting Ideas Out of Your Head and on to Paper 5. Sculpting the Conceptual Beast 6. Breathing Life into Your First Creation - Creating and Importing Assets for Your Application 7. Get Your Motor Running 8. Break, Destroy, and Rebuild - the Art of Playtesting and Iteration 9. Graduating Your Project to Completion 10. Being the Best That You Can Be!

Chapter 5.  Sculpting the Conceptual Beast

Having a hard copy of the application that you have in mind can help you avoid a lot of restructuring and recoding later. Therefore, this chapter introduces a series of tools to get you creating a physical prototype of your application. At this stage, the reader will get an idea about how to test the application with its target audience so that they avoid wasting time and programming resources later in the process. This will also extend what you have done in Chapter 4, Organized Chaos - Getting Ideas Out of Your Head and on to Paper, but adding more functionalities.

The list of topics that will be covered in this chapter are as follows:

  • At the beginning of this chapter, Creating a Game Design Document looks at creating a document that explains your game in more detail. The idea of this document is to provide a guide to you and other members of your team during the development process. It is also useful when trying to contain the scope...
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