Level Up: A Comprehensive Guide To Game Development
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- FormatePub
- ISBN8231639977
- EAN9798231639977
- Date de parution30/08/2025
- Protection num.pas de protection
- Infos supplémentairesepub
- ÉditeurWalzone Press
Résumé
So. you want to make a video game? Excellent choice, noble adventurer. Whether you dream of building the next indie masterpiece, crafting a chaotic multiplayer shooter, or just making your own pixelated potato dance in 8-bit glory - you're in the right place. Level Up is your ultimate sidekick, mentor, and slightly sarcastic quest-giver on the wild journey of game development. Written by a fellow dev who's rolled all the dice (and occasionally failed spectacularly), this book cuts through the jargon, brings the fun, and shows you how to build great games without losing your sanity, keyboard, or soul. What's Inside? Glad you asked: Chapter 1: Introduction to Game Development Get a grip on the wild history of games, the roles in a game studio (no, it's not just "the idea guy"), and what tools you'll actually need before panic-buying software. Chapter 2: Game Design Fundamentals Design games that are fun, balanced, and don't make players want to throw their controller out the window.
Think loops, mechanics, stories, and juicy feedback loops. Chapter 3: Programming for Games Scared of code? Don't be. You'll learn the logic behind game systems, AI behavior, and the mysterious art of not breaking everything every time you press "run." Chapter 4: Game Engines and Frameworks Unity, Unreal, Godot. oh my! We compare the big players, help you pick your engine, and show you how to actually use it without crying into your monitor. Chapter 5: Graphics and Visuals Make things look cool - whether it's a gritty post-apocalyptic wasteland or a cheerful dungeon full of cursed ducks.
We cover 2D, 3D, shaders, and the magic of art consistency. Chapter 6: Sound Design and Music Your game shouldn't sound like a dying dial-up modem. Learn how to create immersive soundscapes and music that gets stuck in players' heads (in a good way). Chapter 7: User Interface and Experience (UI/UX) Design menus people won't rage-quit from. Think clarity, feedback, accessibility, and yes, even that sweet, sweet juice. Chapter 8: Multiplayer and Networking Want players to battle each other across time zones? This chapter is your crash course in the sorcery of matchmaking, lobbies, lag-fighting, and multiplayer design. Chapter 9: Monetization and Publishing Cha-ching! We talk free-to-play, premium models, in-app purchases (without the greed), community building, and how to not go bankrupt after launch. Chapter 10: Polishing and Post-Launch Bugs, balance, burnout - oh yes, it's real.
Learn how to polish your game, optimize performance, prep for launch, and keep your players happy long after release. Who's this book for? Newbies who want to turn their game dreams into reality Indie devs looking to upskill, laugh, and cry a little less Students, hobbyists, and anyone who's ever screamed "WHY WON'T THIS WORK?!" at their screen No PhD in math required. Just a passion for games and a willingness to learn (and occasionally break things, fix them, and try again).
Let's Level Up.
Think loops, mechanics, stories, and juicy feedback loops. Chapter 3: Programming for Games Scared of code? Don't be. You'll learn the logic behind game systems, AI behavior, and the mysterious art of not breaking everything every time you press "run." Chapter 4: Game Engines and Frameworks Unity, Unreal, Godot. oh my! We compare the big players, help you pick your engine, and show you how to actually use it without crying into your monitor. Chapter 5: Graphics and Visuals Make things look cool - whether it's a gritty post-apocalyptic wasteland or a cheerful dungeon full of cursed ducks.
We cover 2D, 3D, shaders, and the magic of art consistency. Chapter 6: Sound Design and Music Your game shouldn't sound like a dying dial-up modem. Learn how to create immersive soundscapes and music that gets stuck in players' heads (in a good way). Chapter 7: User Interface and Experience (UI/UX) Design menus people won't rage-quit from. Think clarity, feedback, accessibility, and yes, even that sweet, sweet juice. Chapter 8: Multiplayer and Networking Want players to battle each other across time zones? This chapter is your crash course in the sorcery of matchmaking, lobbies, lag-fighting, and multiplayer design. Chapter 9: Monetization and Publishing Cha-ching! We talk free-to-play, premium models, in-app purchases (without the greed), community building, and how to not go bankrupt after launch. Chapter 10: Polishing and Post-Launch Bugs, balance, burnout - oh yes, it's real.
Learn how to polish your game, optimize performance, prep for launch, and keep your players happy long after release. Who's this book for? Newbies who want to turn their game dreams into reality Indie devs looking to upskill, laugh, and cry a little less Students, hobbyists, and anyone who's ever screamed "WHY WON'T THIS WORK?!" at their screen No PhD in math required. Just a passion for games and a willingness to learn (and occasionally break things, fix them, and try again).
Let's Level Up.
So. you want to make a video game? Excellent choice, noble adventurer. Whether you dream of building the next indie masterpiece, crafting a chaotic multiplayer shooter, or just making your own pixelated potato dance in 8-bit glory - you're in the right place. Level Up is your ultimate sidekick, mentor, and slightly sarcastic quest-giver on the wild journey of game development. Written by a fellow dev who's rolled all the dice (and occasionally failed spectacularly), this book cuts through the jargon, brings the fun, and shows you how to build great games without losing your sanity, keyboard, or soul. What's Inside? Glad you asked: Chapter 1: Introduction to Game Development Get a grip on the wild history of games, the roles in a game studio (no, it's not just "the idea guy"), and what tools you'll actually need before panic-buying software. Chapter 2: Game Design Fundamentals Design games that are fun, balanced, and don't make players want to throw their controller out the window.
Think loops, mechanics, stories, and juicy feedback loops. Chapter 3: Programming for Games Scared of code? Don't be. You'll learn the logic behind game systems, AI behavior, and the mysterious art of not breaking everything every time you press "run." Chapter 4: Game Engines and Frameworks Unity, Unreal, Godot. oh my! We compare the big players, help you pick your engine, and show you how to actually use it without crying into your monitor. Chapter 5: Graphics and Visuals Make things look cool - whether it's a gritty post-apocalyptic wasteland or a cheerful dungeon full of cursed ducks.
We cover 2D, 3D, shaders, and the magic of art consistency. Chapter 6: Sound Design and Music Your game shouldn't sound like a dying dial-up modem. Learn how to create immersive soundscapes and music that gets stuck in players' heads (in a good way). Chapter 7: User Interface and Experience (UI/UX) Design menus people won't rage-quit from. Think clarity, feedback, accessibility, and yes, even that sweet, sweet juice. Chapter 8: Multiplayer and Networking Want players to battle each other across time zones? This chapter is your crash course in the sorcery of matchmaking, lobbies, lag-fighting, and multiplayer design. Chapter 9: Monetization and Publishing Cha-ching! We talk free-to-play, premium models, in-app purchases (without the greed), community building, and how to not go bankrupt after launch. Chapter 10: Polishing and Post-Launch Bugs, balance, burnout - oh yes, it's real.
Learn how to polish your game, optimize performance, prep for launch, and keep your players happy long after release. Who's this book for? Newbies who want to turn their game dreams into reality Indie devs looking to upskill, laugh, and cry a little less Students, hobbyists, and anyone who's ever screamed "WHY WON'T THIS WORK?!" at their screen No PhD in math required. Just a passion for games and a willingness to learn (and occasionally break things, fix them, and try again).
Let's Level Up.
Think loops, mechanics, stories, and juicy feedback loops. Chapter 3: Programming for Games Scared of code? Don't be. You'll learn the logic behind game systems, AI behavior, and the mysterious art of not breaking everything every time you press "run." Chapter 4: Game Engines and Frameworks Unity, Unreal, Godot. oh my! We compare the big players, help you pick your engine, and show you how to actually use it without crying into your monitor. Chapter 5: Graphics and Visuals Make things look cool - whether it's a gritty post-apocalyptic wasteland or a cheerful dungeon full of cursed ducks.
We cover 2D, 3D, shaders, and the magic of art consistency. Chapter 6: Sound Design and Music Your game shouldn't sound like a dying dial-up modem. Learn how to create immersive soundscapes and music that gets stuck in players' heads (in a good way). Chapter 7: User Interface and Experience (UI/UX) Design menus people won't rage-quit from. Think clarity, feedback, accessibility, and yes, even that sweet, sweet juice. Chapter 8: Multiplayer and Networking Want players to battle each other across time zones? This chapter is your crash course in the sorcery of matchmaking, lobbies, lag-fighting, and multiplayer design. Chapter 9: Monetization and Publishing Cha-ching! We talk free-to-play, premium models, in-app purchases (without the greed), community building, and how to not go bankrupt after launch. Chapter 10: Polishing and Post-Launch Bugs, balance, burnout - oh yes, it's real.
Learn how to polish your game, optimize performance, prep for launch, and keep your players happy long after release. Who's this book for? Newbies who want to turn their game dreams into reality Indie devs looking to upskill, laugh, and cry a little less Students, hobbyists, and anyone who's ever screamed "WHY WON'T THIS WORK?!" at their screen No PhD in math required. Just a passion for games and a willingness to learn (and occasionally break things, fix them, and try again).
Let's Level Up.



