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Learn how to enable JavaScript on your browser. NOOK Book. Learn to design games for tablets from a renowned game designer! Eager to start designing games for tablets but not sure where to start? Look no further! Gaming guru Scott Rogers has his finger on the pulse of tablet game design and is willing to impart his wisdom and secrets for designing exciting and successful games. As the creator of such venerable games as God of War , the SpongeBob Squarepants series, and Pac-Man World , to name a few, Rogers writes from personal experience and in this unique book, he hands you the tools to create your own tablet games for the iPad, Android tablets, Nintendo DS, and other touchscreen systems.

Swipe This! Once upon a time, Scott Rogers played video games, Dungeons and Dragons and drew comic books without realizing he could do these things for a living. After being "discovered" in a coffee shop and realizing game designers have more fun, Scott helped design video games including Pac-Man World, the Maximo series, God of War, Darksiders and the Drawn To Life series. A lecture about his two favorite things — level design and Disneyland — led to writing "Level Up!

Swipe This!: The Guide to Great Touchscreen Game Design [Book]

Scott is currently living happily ever after in Thousand Oaks, CA with his family, action figure collection and an iPad full of games. Read an Excerpt Click to read or download. See All Customer Reviews. Shop Books. Add to Wishlist. USD Sign in to Purchase Instantly.


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Overview Learn to design games for tablets from a renowned game designer! Description About the Author Permissions Table of contents. Selected type: Paperback. Added to Your Shopping Cart. Learn to design games for tablets from a renowned game designer! Covers the entire tablet game creation process, placing a special focus on the intricacies and pitfalls of touch-screen game design Explores the details and features of tablet game systems and shows you how to develop marketable ideas as well as market your own games Offers an honest take on what perils and pitfalls await you during a game's pre-production, production, and post-production stages Features interviews with established tablet game developers that serve to inspire you as you start to make your own tablet game design Swipe This!

About the Author Once upon a time, Scott Rogers played video games, Dungeons and Dragons and drew comic books without realizing he could do these things for a living. After being "discovered" in a coffee shop and realizing game designers have more fun, Scott helped design video games including Pac-Man World, the Maximo series, God of War, Darksiders and the Drawn To Life series.

This is why you will find lots and lots of drawings in this book, so you will continue reading and understand the ideas I present. When you understand, then you can apply them when making your own game designs and become a great tablet game designer! Oh, I almost forgot. Thinking about designing tablet game video games brings the following quote to mind:.

There has never been a better time for someone to design, develop, and publish a video game in the history of the medium. I have been preaching this wisdom to countless students, professionals, and wannabe video game developers since Many of my peers used to yearn for the good old days when a couple of friends could sit in a garage, armed with some computers and the passion to make something fun for all to enjoy. Teams as small as one person are creating tablet games these days.

Higinbotham, Russell, Bushnell, Baer. Hold your horses, cowboy. I hate to do this to you because you seem like such a nice person, but every book has to start with the writer assuming that the reader knows little or nothing about the topic the book is about. My fondest wish is that you already know enough about tablet gaming that I can dive right into professional-grade tips and techniques delivered in the most obscure jargon and arcane argot. Alas, I cannot. Tablet: A light, thin portable computer consisting mostly of just a touchscreen.

Also known as a tablet computer. Smartphone: A phone that often features a large touchscreen interface, possesses a fast processor, and provides additional features such as apps, access to the internet, and video playback. Of course, this book only applies to designing for smartphones with touchscreens. Handheld gaming system: A dedicated video game playing device that users hold in their hands. Sorry about that, but it had to be done. I believe that if you want to learn how to design a game for one of these gaming devices, you first need to know a little about the hardware and where it came from.

The telautograph was a pretty awesome invention for the s. A machine that could write. Documents could be signed over long distances, essentially making it the first fax machine.

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This is why we fought the robot civil war, to prevent machines from having better penmanship than us! The copyright for telautograph was eventually bought by a brash start-up called Xerox. I wonder how they did? Flash forward to the s: the atomic age, the era of three-piece suits and three-martini lunches. It is against this backdrop that a member of the think-tank known as the RAND Corporation barged into the Oval Office with another astounding announcement:. Next dateline: The Lincoln computer lab of the Massachusetts Institute of Technology MIT saw the birth of two significant technological advances that would eventually converge almost 25 years later.

Although originally two dimensional, Sketchpad was upgraded to display all three dimensions. Eventually, CAD found its way into commercial industries—automotives, aerospace, engineering, architecture, and film special effects. Next stop, Stardate: A time when Star Trek first aired on television and science fiction nerds were just climbing out of the primordial ooze.

Even to these prehistoric Trekkies, tablet computers seemed like science fiction, like the tricorder used by the crew of the Enterprise.

Swipe This! : The Guide to Great Touchscreen Game Design

However, computer scientist Alan Kay must have visited the City on the Edge of Forever when he designed the Dynabook in Sadly, the Dynabook never made it past the concept phase, but many of its ideas paved the way for the first Apple handheld device in —the Apple Newton. This handheld PDA personal digital assistant was an electronic notepad, allowing its owner to use a pen to write notes, create spreadsheets, and keep an events calendar.


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Flinging angry birds was still many years off, however. Despite this significant omission, the success of the Newton gave Apple the confidence to give tablet technology a second try in the s; this time, the company had phenomenal success with the creation of the iPod touch, iPhone, and iPad tablet.


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  • Since one out of 43 U. The great thing about technology is there are different ways to achieve the same results. Want to get airborne? An airplane, helicopter, balloon, and catapult all do the trick! Each technology has its own advantages and restrictions that are important for designers to be aware of. There are five types of tablets: capacitive, resistive, passive, electromagnetic, and inductive. A capacitive tablet detects the electrostatic signal generated by porous materials such as conductive foam or. Most modern tablet PCs use capacitive signals to detect user input, eliminating the need for a stylus; a human finger works just as well!

    Capacitive tablets can support multi-touch capability; the current iPad can detect up to 11 touch points! Resistive tablets are touchscreens that require physical pressure to operate and are found in devices like the Nintendo DS, low-end tablet PCs, and those pads at the supermarket that you have to sign if you use a credit card to buy your groceries. Resistive touchscreens are created by layering two screens that activate when the top layer is forced into contact with the bottom layer.

    Even worse, you can lose those styli under your couch. Passive tablets are most commonly found in drawing tablets that use a stylus or light pen. The battery-powered stylus generates a resonant circuit or LC circuit that reacts with criss-crossed wires inside the tablet. The wires act as. This action might not be possible to undo. Are you sure you want to continue? Upload Sign In Join. Home Books Technology. Save For Later. Create a List. Summary Learn to design games for tablets from a renowned game designer!

    Covers the entire tablet game creation process, placing a special focus on the intricacies and pitfalls of touch-screen game design Explores the details and features of tablet game systems and shows you how to develop marketable ideas as well as market your own games Offers an honest take on what perils and pitfalls await you during a game's pre-production, production, and post-production stages Features interviews with established tablet game developers that serve to inspire you as you start to make your own tablet game design Swipe This!

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    Read on the Scribd mobile app Download the free Scribd mobile app to read anytime, anywhere. Book Preview Swipe This! Swipe This Book! Preferably something like this: Jack leapt aboard the helicopter as two dozen zombies reached out, entangling the struts.