IGDPD Second Edition [2Ed]
- .IGDPD Home Page.
- Part I – Game Design and Paper Prototyping
- [2Ed] Chapter 01: Thinking Like a Designer
- [2Ed] Chapter 02: Game Analysis Frameworks
- [2Ed] Chapter 03: The Layered Tetrad
- [2Ed] Chapter 04: The Inscribed Layer
- [2Ed] Chapter 05: The Dynamic Layer
- [2Ed] Chapter 06: The Cultural Layer
- [2Ed] Chapter 07: Acting Like A Designer
- [2Ed] Chapter 08: Design Goals
- [2Ed] Chapter 09: Paper Prototyping
- [2Ed] Chapter 10: Game Testing
- [2Ed] Chapter 11: Math And Game Balance
- [2Ed] Chapter 12: Puzzle Design
- [2Ed] Chapter 13: Guiding The Player
- [2Ed] Chapter 14: The Agile Mentality
- [2Ed] Chapter 15: The Digital Game Industry
- Part II – Digital Prototyping
- [2Ed] Chapter 16: Thinking in Digital Systems
- [2Ed] Chapter 17: Introducing Our Development Environment: Unity
- [2Ed] Chapter 18: Introducing Our Language: C#
- [2Ed] Chapter 19: Hello World: Your First Program
- [2Ed] Chapter 20: Boolean Operations And Conditionals
- [2Ed] Chapter 21: Variables And Components
- [2Ed] Chapter 22: Loops
- [2Ed] Chapter 23: Lists And Arrays
- [2Ed] Chapter 24: Functions And Parameters
- [2Ed] Chapter 25: Debugging
- [2Ed] Chapter 26: Classes
- [2Ed] Chapter 27: Object-Oriented Thinking
- Part III – Game Prototype Examples and Tutorials
- [2Ed] Chapter 28: Prototype 1: Apple Picker
- [2Ed] Chapter 29: Prototype 2: Mission Demolition
- [2Ed] Chapter 30: Prototype 3: Space Shmup
- [2Ed] Chapter 31: Prototype 3.5: Space SHMUP+
- [2Ed] Chapter 32: Prototype 4: Prospector Solitaire
- [2Ed] Chapter 33: Prototype 5: Bartok
- [2Ed] Chapter 34: Prototype 6: Word Game
- [2Ed] Chapter 35: Prototype 7: Dungeon Delver
- First Edition [1Ed]
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