Introduction to Game Design, Prototyping, and Development

by: Jeremy Gibson Bond

  • IGDPD 3rd Edition Home Page
  • Part I – Game Design and Paper Prototyping
    • Chapter 01: Thinking Like a Designer
    • Chapter 02: Game Analysis Frameworks
    • Chapter 03: The Layered Tetrad
    • Chapter 04: The Inscribed Layer
    • Chapter 05: The Dynamic Layer
    • Chapter 06: The Cultural Layer
    • Chapter 07: Acting Like A Designer
    • Chapter 08: Design Goals
    • Chapter 09: Paper Prototyping
    • Chapter 10: Game Testing
    • Chapter 11: Math And Game Balance
    • Chapter 12: Guiding The Player
    • Chapter 13: Puzzle Design
    • Chapter 14: The Agile Mentality
    • Chapter 15: The Digital Game Industry
  • Part II – Programming C# in Unity
    • Chapter 16: Thinking in Digital Systems
    • Chapter 17: Introducing Unity Hub and the Unity Editor
    • Chapter 18: Introducing Our Language: C#
    • Chapter 19: Hello World: Your First Program
    • Chapter 20: Variables And Components
    • Chapter 21: Boolean Operations And Conditionals
    • Chapter 22: Loops
    • Chapter 23: Collections in C#
    • Chapter 24: Functions And Parameters
    • Chapter 25: Debugging
    • Chapter 26: Classes
    • Chapter 27: Object-Oriented Thinking
    • Chapter 28: Data-Oriented Design
  • Part III – Game Prototype Examples and Tutorials
    • Chapter 29: Apple Picker
    • Chapter 30: Mission Demolition
    • Chapter 31: Space SHMUP – Part 1
    • Chapter 32: Space SHMUP – Part 2
    • Chapter 33: Prospector Solitaire – Part 1
    • Chapter 34: Prospector Solitaire – Part 2
    • Chapter 35: Dungeon Delver – Part 1
    • Chapter 36: Dungeon Delver – Part 2
  • Part IV – Next Steps
    • Chapter 37: Coding Challenges
    • Chapter 38: Beyond This Book
  • Part V – Online Appendices
    • Appendix A: Standard Project Setup Procedure
    • Appendix B: Useful Concepts
    • Appendix C: Online Reference
    • Appendix D: Tips for Teaching from This Book
  • IGDPD 2nd Edition Home Page [2Ed]
  • IGDPD 1st Edition Homepage [1Ed]
  • Contact

[1Ed] Chapter 01: Thinking Like a Designer

And thus your journey begins. This chapter presents the basic theories of design upon which the rest of the book is built. In this chapter, you will also encounter your first game design exercise and learn more about the underlying philosophy of this book.

Errata

Lecture Notes

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Keynote-iconKeynote Format
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Tutorial Files

pdf-128Start File
pdf-128Finished File

Demo

Play single-player Bartok vs. AIs

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