How to Make a Game by Minhaz-Us-Salakeen Fahme - Bookswagon
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How to Make a Game

How to Make a Game


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About the Book

Chapter 1: Don't

Chapter Goal: In this chapter, you will get introduced to the core difficulties and challenges of the game making journey.


Chapter 2: The Fault in Our Stars

Chapter Goal: This chapter will discuss the first encounters with games as well as the process of finding the gaps and lacking. We will also discuss game analysis in this chapter.


Chapter 3: Don't Reinvent the Wheel

Chapter Goal: We will discuss the game engine and the purpose they serve as powerful and necessary tools in game development.


Chapter 4: Choose Your Arsenal

Chapter Goal: We will learn about game engines in greater detail including their pros n cons by building a RPG.


Chapter 5: It's All in My Head/ Don't Keep It All in Your Head

Chapter Goal: Learn to make Game Design Document, writing practices, and hurdles that may be stopping you from writing it.


Chapter 6: A Stitch in Time Saves Nine

Chapter Goal: This chapter teaches conventions of file naming, structuring, project structuring, coding (with some examples)


Chapter 7: Git Good

Chapter Goal: We will learn about version control


Chapter 8: Get Smart!

Chapter Goal: This chapter shows the ill effects of hard code. This would enable you to differentiate between good and bad approaches towards code and learn how to eliminate them.


Chapter 9: Game Design - The Three musketeers!

Chapter Goal: You will learn the overall journey of game design, understanding all the components, their role, and how to roll them properly.


Chapter 10: Game Feel and Effects

Chapter Goal: We will learn about camera effect, audio effect, particle effect in this chapter.


Chapter 11: Input Matters

Chapter Goal: Learn about choosing input styles properly.


Chapter 12: Help!

Chapter Goal: This chapter will helping you transcend through reality (pseudo code), dynamic difficulty.


Chapter 13: Platform Choosing (Pros n Cons)

Chapter Goal: This chapter will help you choose the right platform to publish your game.


Chapter 14: The Great Filter/Fermi Paradox

Chapter Goal: In this chapter, you will learn how to test your game and how to approach publishing and assessing the success.


Chapter 15: Gameover - The Myth of Sisyphus/Insanity Loop/Core Loop

Chapter Goal: In the final chapter, we will evaluate all we have learnt by studying this game, its success, and the future


About the Author:

Minhaz-Us-Salakeen Fahme is the co-founder and CEO of Battery Low Interactive Ltd--a company that makes wishes come true. It started as a game studio in 2015 and over the years, grew into a bunch of wings- each working dedicatedly on serious games; web and app development; business and marketing solutions using augmented reality and virtual reality; digital marketing; and small-scale indie games. With their outreach campaigns, Battery Low has reached half a million kids with the experience of immersive technology for the first time. Fahme also conducts sessions on AR, VR, MR, game design, entrepreneurship, career, and leadership for youth and entrepreneurs in educational institutions, national, and international events. He is a blogger and game designer/writer by passion while cats, travels, live concerts, epic fantasies keep him running.

Tanimul Haque Khan is the head of the Unity department of Brain Station 23, a service-based company. He along with his team has been providing AR/VR enterprise solutions since 2018. He has been working with Unity technologies since 2015. He has played an uncountable number of games across multiple platforms mostly on PC and console. He is one of the most well-recognized Unity developers in Bangladesh. Aside from the tech industry he has also co-founded the very first cat cafe in Bangladesh known as Capawcino.


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Product Details
  • ISBN-13: 9781484269169
  • Publisher: Apress
  • Publisher Imprint: Apress
  • Height: 234 mm
  • No of Pages: 278
  • Spine Width: 16 mm
  • Weight: 476 gr
  • ISBN-10: 1484269160
  • Publisher Date: 31 Aug 2021
  • Binding: Paperback
  • Language: English
  • Returnable: Y
  • Sub Title: Go from Idea to Publication Avoiding the Common Pitfalls Along the Way
  • Width: 156 mm


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