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Mobile Game Design Essentials
Table of Contents
Mobile Game Design Essentials
Credits
About the Authors
About the Reviewers
www.PacktPub.com
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Free Access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the color images of this book
Errata
Piracy
Questions
1. Operating Systems – Mobile and Otherwise
Operating systems
Mobile operating systems
Android
Google Play and Amazon Appstore
App development
Games for Android
Eclipse versus Intellij
iOS
The App Store
Development on iOS
Xcode
Using Xcode
Windows Phone
Windows Phone Store
Developing apps with Windows Phone
Developing a game for Windows Phone with XNA
Java ME
Developing games with Java ME
NetBeans
BlackBerry
The BlackBerry App World
Developing games for BlackBerry
Summary
2. The Mobile Indie Team
A matter of size
Key roles in a successful team
What it takes
Commitment
Cohesion
Software development methodologies
Discipline
Professional training
Passion for games
The roles in an indie mobile team
The game designer
Designer at work
Designer tools
The practices of game design
Academic formation and personality
No game is ever done!
The game artist
Brushes and canvas
Forms of art
2D graphic assets
3D graphic assets
Art schools and creative types
The programmer
The programmer's kit
Coding departments
Learning to be a programmer
The game tester
The tools of deconstruction
Aspects of game testing
Skills of a professional player
University of Gamestop
The game producer
Keeping things organized
Key questions of a producer
Skills for all!
Who is the producer?
The sound designer
Creating music and sound fx
Audio skills and tasks
Schools of sound production
Audio personality
Summary
3. Graphics for Mobile
Pixels and vectors
Pixels
Vectors
The graphic file formats
Raster graphics
Vector graphics
Videos in videogames
Software to create game graphics
Resolution issues with mobile games
2D graphic assets
Sprites
Backgrounds
Tiles
The parallax motion
Masking
3D graphic assets
3D models
Texturing
Materials
UV Mapping
More on textures
Baking
Animations
Designing a character for mobile
The character design process
Silhouettes
Colors for mobile
The user interface and HUD
Summary
4. Audio for Mobile
Digital sound technology
Analog versus digital
Recording and playback
Recording
The sample rate
The word length
Compression
Uncompressed
Lossless compression
Lossy compression
Playback
Types of game sounds
Dynamic audio
Adaptive audio
Interactive audio
Non-Dynamic linear sounds and music
Diegetic sounds
Adaptive
Interactive
Non-Dynamic
Non-Diegetic sounds
Adaptive
Interactive
Kinetic gestural interaction
The audio editing software
Avid Pro Tools
Sound Forge/Sonic Foundry
Audacity
Ableton Live
Designing audio for mobile games
Planning the audio in advance
Hardware limitations for mobile games audio
The role of audio in mobile games
Listening conditions for mobile games
Best practices for mobile games audio design
Scripting skills for a mobile audio designer
File compression
Looping background music
To learn more
Final advice
Summary
5. Coding Games
Main features of programming languages
Libraries
Abstraction
Implementation
Usage
Game programming
C++
Memory management
Objects
Complaints about C++
Java
Memory management
Syntax
Java for mobile – Java ME
Objective-C
Cocoa
Cocoa Touch
Xcode
Working with objects
Extending classes with categories
Protocols define messaging contracts
Values and collections
Blocks
Objective-C conventions
Getting started
HTML5
Canvas
HTML5 and Flash
Issues with HTML5
HTML5 games
Conclusions
Scripting languages
Structure of a game program
Initialization
The game loop
Termination
Conclusion
Summary
6. Mobile Game Controls
Input technology
Touchscreens
Keypads
Touchscreen gestures
Single–tap
Double–tap
Long press
Scroll
Spread and pinch
Pan
Flick
Multifinger tap
Multifinger scroll
Rotate
Input interfaces for mobile games
Built-in devices
GPS
Accelerometer
Camera
Microphone
External controllers
Gamepads
Analog sticks
Touch-enabled cases
Grip
Cabinets
Headphones
Future technologies
Eye tracking
Brainwave readers
Summary
7. Interface Design for Mobile Games
The role of the user interface
Approaching user interface design
UI in videogames
Designing the UI
Aesthetics
More on vectors and rasters
Designing icons
Best practices in UI design
Search for references
The screen flow
Functionality
Wireframes
The button size
The main screen
Test and iterate
Evergreen options
Multiple save slots
Screen rotation
Calibrations and reconfigurations
Challenges
Experiment
Summary
8. Mobile Game Engines
What engines can do
What engines can't do
Game engines
2D game engines
Torque 2D
Cocos2D
Corona SDK
3D game engines
Shiva 3D
Unity 3D
Top-quality engines
Unreal/UDK
Educational engines
GameMaker
GameSalad
Unity3D Tutorial – part 1
Tutorial part 1A – importing 3D models
Tutorial part 1B – setting up the scene
Summary
9. Prototyping
Steps in the prototyping process
Defining the prototype
Building the prototype
Testing the prototype
Fixing the prototype
Prototyping styles
Horizontal prototype
Vertical prototype
Types of prototyping
Disposable code
Your imagination
Pencil and paper
Visual prototypes
Interactive prototypes
Reusable code
Why prototype?
What to avoid
Tools
Tools for rapid prototyping
Unity3D tutorial – part 2
The player's ship
The aliens
Firing
Summary
10. Balancing, Tuning, and Polishing Mobile Games
Balancing
Symmetry
Randomization
Feedback loops
Game director
Statistics
Tuning
Tuning strategies
Difficulty settings
Global difficulty
Unity 3D tutorial – part 3
The barriers
The player's ship reprise
Refining the details
Adding a GUI
Adding audio effects
Particle system effects
Unity 3D tutorial summary
Summary
11. Mobile Game Design
The basic game design process
The dos and don'ts of game design
Dos
Don'ts
Designing mobile games
Hardware limitations
Screen size
Game controls
Audio output
File size
Processing power
Mobile design constraints
Play time
Game depth
Mobile environment
Smartphones
Single player versus multiplayer
The mobile market
Mobile gamers
Business models
Premium
Freemium
Ad supported
Hybrid
Choosing the right business model
What makes games fun
The four keys to fun – the game mechanics that drive play
Hard fun – emotions from meaningful challenges, strategies, and puzzles
Easy fun – grab attention with ambiguity, incompleteness, and detail
The people factor – create opportunities for player competition, cooperation, performance, and spectacle
Raph Koster and Roger Caillois
Summary
12. Pitching a Mobile Game
The pitch document
Importance of pitching
Game concept
References
Prototypes
Stuck?
Genre
Target audience
Key features
Target platform and competitors
Game mechanics
Control scheme and interface
Scoring system and achievements
A gameplay example
Screen flow and screens relationship
Game flow
Tech
Screenshot
Team/Designer resume
Lilypads pitch document
Concept
Genre
References
Target
Platform
Competitors
Key features
Character design
Game mechanics
Score
Virtual currency
IAP (In-App Purchase)
Achievements and leaderboards
Additional game elements
Screen flow
Game flow
Tech
Game features
Platform
The iPhone 4
Game screen study
A list of assets
Graphics
Audio
Software
Schedule and budget
Summary
Index
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