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Format: Paperback|Vine Customer Review of Free Product( What's this? )
It's quite important to note that this isn't a book about coding games for touchscreens - it's about designing games, figuring out what approach will work best, which features it needs and how to turn that great idea you had for a game into something people will actually be able to play, maybe even creating the next hit game. The book begins with the basics, a quick rundown of the range of devices available and the capabilities they have but quickly moves into the real substance of game design. Using real game examples, referencing actual games you can download and try for yourself, the book breaks down the different approaches to structure, narrative and characterisation that can be applied to touchscreen gaming.

It quickly becomes clear that touchscreen gaming needs a fresh approach because many of the paradigms from computer or console games just don't work on touchscreen devices - so if you're an old gaming dog, be prepared to learn some new tricks. The book is peppered with short interviews with working games developers in between the chapters on the main game genres, like physics-driven games, action games, puzzle games etc. If that all sounds a bit dry it isn't - Scott Rogers has a chatty, approachable style and the book's lavishly illustrated throughout with cartoon-style graphics and enough corny jokes to keep you turning the page. The best thing is that it leaves would-be game designers in no doubt about the work that's involved in conceiving and designing a great game - without actually putting you off before you've even begun.
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on 16 February 2013
Format: Paperback|Vine Customer Review of Free Product( What's this? )
I ordered this under the mistaken impression that it would help with coding games for various touchscreen platforms, which unfortunately wasn't the case. However, the book is useful in a number of different ways and is a great way to get thinking about the practicalities of designing a game. It will help you bypass, or counter, areas of difficulty you may come across along the way and will help you to flesh out your basic concept. Things like the controls, themes, interfaces and so on are covered here and it can help a wannabee designer be able to get from the inital idea to a full round concept and plan for a game.

The book is well written, obviously by someone who knows what they are doing, and features interviews with some successful game designers, so you can hear real life case stories. It is all written in a light hearted, easy to read way and will be of use for anyone who his serious about creating a touchscreen game, helping guide you along the way.
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Format: Paperback|Vine Customer Review of Free Product( What's this? )
With the advent of Windows 8 the ipad and tablets in general, the touch screen market is the `New Frontier' for some software developers. This book written in a humorous and reasonably digestible format gives you access to the authors interviews with the people in the business, and I guess it is good to know and what are their thoughts are and how they plan to move forward in this environment. As one reviewer puts there are no eureka moments. The text is supplemented by examples and tips, on the face of it Mr Rogers, the author, seems well versed in his current topic of choice. The writing style is good and the layout is done well. I was intrigued by the title and also the fact that the those who get the design of their product right and have interesting and popular titles in their inventory can make a small fortune, this is a market where you innovate adapt, or fizzle out. I would recommend this title.
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VINE VOICEon 22 January 2013
I thought I own plenty of smartphones and tablets , so why not give a shot at making a game and earn some easy bucks, but I apologise to author that I am wrong person to get this book, the book has details and technical advises which I feel too incompetent at, but believe me reading this book it seems that author has painstakingly covered each and every aspect to help the technically minded and more software savvy people. This book was no help to me but that's my fault, it's like a 8 year old child reading vascular surgery book and attempting a heart bypass on her pet guinea pig.
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Format: Paperback|Vine Customer Review of Free Product( What's this? )
This book is a thorough primer on the business of designing games for touchscreen devices. It covers every aspect of the process, from ideas to user interfaces, to costs, coding, marketing, selling and supporting the final product. The cover suggests that it focusses on iPad, but it deals with every kind of touchscreen device, from Nintendo DS to Playstation Vita, iPod Touch, iPad, IOS, Symbian, Android, and even graphics tablets.

The author certainly has the professional and academic credentials, and he has put together an essential book for anyone thinking about developing games for touchscreen devices. The "Class of 2008" is a worrying title for a chapter in such a fast-moving industry, and perhaps says something about the likely useful lifespan of this book. For example, it does not mention recently announced consoles and phones, and does not mention the new iPad Mini.

It's a great book but, for a book about a business so heavily involved with cool graphics, the book's graphics are a complete disaster. The so-called illustrations are incredibly poor - just bits of amateurish scribble that make the book look like a school project. The cartoons (and there are many) feature weak-as-water witticisms that aren't worth the bother. Omitting them could have knocked a good 100 pages off the book. The text is also a comedian's graveyard of feeble quips so distinctly American that they are probably irrelevant to any non-American.

If you can stomach the diabolical graphics and the humourless humour, this book is an essential tool that will certainly steer you away from many of the costly pitfalls in this sector of the games market.
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Format: Paperback|Vine Customer Review of Free Product( What's this? )
I dabbled with games writing in the days of the C64 and Vic-20 but was mainy a failure! I could have done with a book like this that concentrates on the ingredients and psychologies of games for devices such as the iPad and other touchscreen devices.

The book is written in a friendly manner and avoids any technical aspects of writing software, instead concentrating on guiding you towards writing a game that exploits the touchscreen and also offers memorable characters and gameplay that keeps the user coming back - you need challenges that they want to overcome. In between the chapters on how to design your game, there are case studies of successful games and interviews with developers. The book covers most types of games from Puzzle style games to arcade style games. Later chapters investigate the ins and outs of creating 'action' games with fighting characters and techniques for creating hazards and enemies. The focus is on how to create these games on devices that support touch or multi-touch and gestures. There is even an in depth section on how to design the look of your characters to make them memorable.

The big ingredient is your own imagination and ideas. This book is a perfect guide for taking your ideas and making them into a viable game. Highly recommended for anyone who is interested in writing games for today's portable touchscreen devices.
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VINE VOICEon 21 December 2012
Format: Paperback|Vine Customer Review of Free Product( What's this? )
A number of the interviews are with people that have only done one or two (admittedly successful) games. I'm not sure how beneficial those really are. However, that aside, this book is generally pretty good at outlining the various different types of games which you might wish to create, and to get you thinking about the theme, game features, controls and so on.
There's nothing technical about this book, so if you're looking for help to code a game, this isn't your book. What it will do (and what it aims to do) is give you pointers in the right direction for developing a rough nugget of an idea to give it a better form, and identifies a few mistakes and gotchas to avoid along the way.
The writing style is friendly and chatty, and cartoons punctuate the text to illustrate ideas further. The end result is a very readable book that is sure to be handy for getting your game development ideas in better shape for implementation.
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VINE VOICEon 28 August 2012
Format: Paperback|Vine Customer Review of Free Product( What's this? )
A pretty good stab at filling a bit of a void in the indie game developers market. Scott Rogers obviously has good experience and gives some valuable tips with a funny style that can easily be ignored if you are not into the humour*. There are no Earth shattering moments of realisation like in say The Art of Game Design: A Book of Lenses but the practical examples and real-life interviews do offer something you would struggle to find elsewhere and for this reason should find a place on a developers bookshelf especially if you are developing for the touchscreen market.

* The humour tends to occur in the footnotes which you soon learn to ignore if you're not into the funny stuff.
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VINE VOICEon 20 September 2012
Format: Paperback|Vine Customer Review of Free Product( What's this? )
I love books like this that are clearly written by someone who's an expert in their field, with years of relevant experience. I've read other books about touchscreen design, and undertaken courses online on the subject, but I was already seeing things from a different perspective just a couple of chapters into this book.

Although it covers everything from iPads to the Nintendo DS, I was mainly interested in design for tablets and the richness of the practical guidance means this book stands out from the crowd. An absolute essential for anyone interested in design for tablets/smartphones - most especially game designers as that's the angle it takes in the main.
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on 12 December 2014
Have no idea why this book has been rated below a 5 star! A must buy for students and games designers!
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