Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Nov 2016
Publisher Packt
ISBN-13 9781786463487
Length 328 pages
Edition 1st Edition
Languages
Tools
Concepts
Arrow right icon
Author (1):
Arrow left icon
Lauren S. Ferro Lauren S. Ferro
Author Profile Icon Lauren S. Ferro
Lauren S. Ferro
Arrow right icon
View More author details
Toc

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!

Where do I begin?


So, we have covered quite a large amount of content and ways to approach social media, marketing, and getting your application ready for publishing, so where do you begin?

Short-term

In the short term, it is important to keep active. That way, even if your development process takes time, people are reminded about the awesome work that you are doing. Short posts about what you're up to, or an image during the development process, are all enough to maintain interest, but not to indefinitely keep it. Make sure that you have more detailed updates along the way so that there is a bit more context about what you and your team have been up to.

Long-term

Create a timeline, such as in the following figure, from when you begin developing to when you will be finished. Ideally, you should already have a timeline, but if you don't, create one. In this timeline, include all the different stages, for example, iterations, testing, and so on, and approximate dates. Now, with this timeline,...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image