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iPhone Game Blueprints
iPhone Game Blueprints

iPhone Game Blueprints: If you're looking for inspiration for your first or next iPhone game, look no further. This brilliant hands-on guide contains 7 practical projects that cover everything from animation to augmented reality. Game on!

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iPhone Game Blueprints

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Key benefits

  • Seven step by step game projects for you to build
  • Cover all aspects from graphics to game ergonomics
  • Tips and tricks for all of your iPhone programming

Description

Designing and selling games on the iOS platform has become a phenomenon ever since the introduction of the App Store. With mobile gaming taking the World by storm, users are indulging in all different types of games. iPhone Game Blueprints is a hands on guide to both inspire and help developers, graphic designers, and game enthusiasts to create their own games for iOS devices. Taking a selection of iPhone game "styles" we will learn how to set the foundation and essential functionality for each game. Including thorough explanations of popular games such as puzzles, arcades, and adventures, as well as useful theoretical and technical concepts. iPhone Game Blueprints is your complete guide to creating great iPhone games, from a simple gesture game to a classic shoot 'em up. iPhone Game Blueprints guides you through the universe of mobile games, starting with the overall information about game ideas, ergonomic aspects, and much more. Then it switches to a description of each particular game type, presenting ready-to-use ideas and applications. This book will take you through a selection of iPhone game styles and show how to create the foundation and essential functionality for a game of that genre.The examples in this book are only the beginning. Including a deluge of practical tips, focusing on the best approach to game design, not forgetting to mention the pitfalls. iPhone Game Blueprints will give you the blueprints of several mobile game's essentials cores. Whether you're just getting started with gaming, or want to try a whole different genre of game, these blueprints are everything you need.

Who is this book for?

This book is for graphic designers, developers, illustrators, and simple enthusiasts, who dream about the creation of mobile games or who have already worked in that domain, but need some additional inspiration and knowledge. This book can be considered as an illustrated handbook, worth having in your game development studio. It can work as a “paper art-director” for your project.

What you will learn

  • Prepare game graphics for various types of screen resolutions for iOS devices
  • Design games keeping in mind people with disabilities: players with color blindness, perception problems.
  • Learn the principles of animation, creating walking cycles and other types of motion
  • Decorate and design a game world and game levels, making them truly alive
  • Create a digital board game, creating a dedicated card deck of your own, planning rules and rewards.
  • Create an action game and platform arcade, with a focus on main character and game world design
  • Explore augmented reality building games, which use both the virtual and real world in their gameplay
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Publication date, Length, Edition, Language, ISBN-13
Publication date : Dec 26, 2013
Length: 358 pages
Edition : 1st
Language : English
ISBN-13 : 9781849690263
Vendor :
Apple
Languages :
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Estimated delivery fee Deliver to Ireland

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Product Details

Publication date : Dec 26, 2013
Length: 358 pages
Edition : 1st
Language : English
ISBN-13 : 9781849690263
Vendor :
Apple
Languages :
Tools :

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Frequently bought together


Stars icon
Total 125.97
iPhone Game Blueprints
€41.99
iOS Game Programming Cookbook
€41.99
Mobile Game Design Essentials
€41.99
Total 125.97 Stars icon

Table of Contents

10 Chapters
1. Starting the Game Chevron down icon Chevron up icon
2. Ergonomics Chevron down icon Chevron up icon
3. Gesture Games Chevron down icon Chevron up icon
4. Card and Board Games Chevron down icon Chevron up icon
5. Puzzles Chevron down icon Chevron up icon
6. Platformer Chevron down icon Chevron up icon
7. Adventure Chevron down icon Chevron up icon
8. Action Games Chevron down icon Chevron up icon
9. Games with Reality Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon

Customer reviews

Rating distribution
Full star icon Full star icon Full star icon Full star icon Half star icon 4.3
(3 Ratings)
5 star 66.7%
4 star 0%
3 star 33.3%
2 star 0%
1 star 0%
L. R. Apr 04, 2014
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Despite of the book title this is a book to everyone that is interested in the game's creative process and not only on the iPhone game development. This book has not programming code instead it has a lot of information about the creative process and the information could be employed to every game development framework.This book takes you on the path of the inner creative steps that every professional game must take before start programming. So, it is very helpful to everyone that wants to develop a game but cannot figure out how to start it.As a special mention I would like to remark that the ergonomic chapter contains an accessible games section that for me is one of the best sections of this book because it covers a lot of features that a game designer must consider to make their game accessible for people with disabilities, for example people with color blindness, photosensitive epilepsy, handedness, cognitive and communication dysfunctions among others. This is one of the reasons for me to get this book because it takes very seriously this aspect that other specialized books do not consider.According to each chapter:The book begins with a sound introduction to the initial concepts as the fact that a game is a manner of telling a story and requires defining characters, personalities, world features and levels. Then it introduces some technical creative features as the game naming, the manner of work with the game graphics and character animation. It explains how a game must define their own personality using their own icons, images and characters as a trademark. Also it makes evident the different features that a game must have to be attractive for example the use of trophies, a good marketing using well designed banners, screenshots and game play videos.The ergonomics chapter explains how to adapt the games to the player comfort. It makes evident the basic rules, how to consider the number of clicks required to achieve a task, where and how to put the pause, continue and control buttons, when and how to perform the auto saving tasks, how to correctly manage the health regeneration of the character's player, how to display the different levels landscapes and how to manage the level difficulty, finally how to manage correctly the sound and music. This chapter also explains how to deal with the different screen sizes, where to place the buttons considering the comfort of the user fingers and the best practices to place the UI elements.The gesture games chapter, this book introduces you to the basics of this kind of addictive games, how to elaborate the concept, how to adapt a game idea to this kind of games. It explains how to manage the gestures features, the intuition and light responses. Finally it creates a game example following the common steps and explaining it step by step.The Card and Board Games chapter explains the human games fundaments, how they were conceived and which features make them an attractive and addictive game. It depicts how this kind of games has evolved along the history, and how the elements and actors can be modified in order to achieve a different game outcome. This chapter finalizes explaining the step by step creative process of a card game.The Puzzles chapter depicts the nature of this kind of games. This chapter explains the connection nature of this game and how to create them using different ideas and types of features as the words, mathematics, tile-matching, match-tree, etc. It also introduces a lot of design suggestion considering puzzle type mixtures for example a tile shooter among other options.This is done in order to create original puzzle games. It also covers graphic and playability aspects. It ends with a step-by-step creation process of a puzzle game.The platformer chapter covers a domain of avatar-like dynamic games because the user-game character interaction that enable the user to employ their game character as a game avatar. Therefore this chapter explains how this kind of game are produced considering the game idea, the plot, how to set the game controls, design the screen layout, how to create a character according to the human natural perception, the character and environment animation, how to make the character walk, jump, shoot, etc and how to make the environment and enemies react with the interaction considering physics. The final part of the chapter explains how to create a plat former game.The adventure chapter introduces the concept of an adventure game, in other words, a selectable-path history that enables you to have different ways to perform the adventure. It explains the different kinds of adventure games. Also explains how to build an adventure game using different approaches as the conversation trees, phrases and dialogs. It finalizes creating an adventure game example through a step by step process.The action games chapter starts introducing the shooting game types and then explains the creative process to build a similar game. It details the features that an action game requires. It also considers the graphic problems and the mobile devices low processing power.The games with reality chapter covers the augmented reality games it makes a state of the art of such a kind of games. Therefore it shows several examples of existing games and the open possibilities for this still unexplored games domain.In conclusion this book focalizes mostly on the creative step by step process than in technical or programming features. It presents several game creation process examples along the book that enable the reader to clearly understand how to do it before start programming.
Amazon Verified review Amazon
Amazon Customer Mar 14, 2014
Full star icon Full star icon Full star icon Full star icon Full star icon 5
This book should have been called something like, "Loads of great game art examples, how to design a mobile game of almost any type, animation, game design, human interaction and perception and a bit of iPhone stuff as well"Chapter 6 alone was worth the price of the book. With a detailed break down on how to design game characters. How do you make them cute, scary, etc. And more interestingly, why do our brains perceive them as such? If you are serious about design or you just want to constantly improve your apps, on any platform then this book and its sources will help you build an enormous todo list.If you want to make games, need ideas, want to improve your artwork then get this.
Amazon Verified review Amazon
Jacob Nicolai Rohde Dec 01, 2014
Full star icon Full star icon Full star icon Empty star icon Empty star icon 3
Ok, first off. I love this book. It is impossible to read this book and not be inspired to make games.But there is one huge problem with this book. And it is a big issue. Especially since this is a book. You know, full of sentences. In English.The author clearly is not a native English speaker. The book is so badly written that half of the sentences make no sense and need to be deciphered to get any meaning out of them what so ever.How a publisher can send a book like this to market is beyond me. Where was the editor? Asleep? Fired? Dead? I don't know, but I do know he didn't read this book. Actually i find it a scandal on the part of the Publisher Packt!When that is said and done, Igor obviosly knows his stuff, and if you are willing to accept English grammar that is...well really bad, go buy this book.Bad grammar and sentence construction apart, this is a great book.
Amazon Verified review Amazon
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