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Mastering Unity 2D Game Development Paperback – Illustrated, 26 Aug. 2014
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Key Features
- Learn the advanced features of Unity 2D to change and customize games to suit your needs
- Learn scripting, deployment, and platform integration with an example at each step
- Explore the complete game development lifecycle, from advanced scripting, monetization, marketing and deployment
Book Description
Dive into Unity 2D game development with this advanced guide to the latest tips, tricks at the cutting edge of game development. Explore Unity’s extensive features and create your own high-quality 2D RPG, as you develop your skills and deepen your knowledge to meet the demands of developing exciting games for modern users. Covering the complete game development process from the basics of sprite animation to deploying and marketing your game, this book provides you with step by step guidance to creating a complete game that will be played around the world.
Created to give you a comprehensive yet practical guide to Unity 2D game development, each chapter in this Unity tutorial represents an essential step in the game development workflow. Begin by refreshing your 2D game development knowledge and exploring the core components of Unity. Find out how to develop your game further with sprite animations and background templates, before diving into more advanced techniques, such as implementing artificial intelligence, vital for any sophisticated and fun RPG. Once your game is functional and playable, the book then explores the steps you need to take to deploy and package your app for a range of platforms.
Mastering Unity 2D Game Development has everything you need to create, innovate, and push your skills further, as you to tackle the challenges of leading-edge game development.
What you will learn
- Discover the extensive and exciting features of Unity 2D
- Learn tricks for successfully rendering your game with shaders, layers, tags and sprites
- Use best practices for effective scripting and serialization
- Get to grips with Unity’s Mecanim system for stunning animation
- Integrate AI for more engaging gameplay
- Build games for a multi-platform world
- Deploy, monetize and market your game
- Gain a practical yet in depth understanding of the game development project lifecycle
About the Author
Simon Jackson describes himself as a 'game development generalist'. He regularly contributes to the MonoGame project, adding new features and new samples before publishing it on NuGet, as well as working on several of his own open source projects. He recently became a Microsoft MVP in the ID@Xbox program, for his evangelizing efforts in the game development space. He hopes that this will give him the additional tools that will help him help game developers.
Table of Contents
- Overview
- Character Building
- Getting Animated
- The Game World
- Npcs and Interactions
- The Big Wild World
- Encountering Enemies and Running Away
- Shopping for Weapons
- Getting Ready to Fight
- The Battle Begins
- Onward Wary Traveler
- Deployment and Beyond
- Print length474 pages
- LanguageEnglish
- PublisherPackt Publishing
- Publication date26 Aug. 2014
- Dimensions19.05 x 2.72 x 23.5 cm
- ISBN-101849697345
- ISBN-13978-1849697347
Product details
- Publisher : Packt Publishing; Illustrated edition (26 Aug. 2014)
- Language : English
- Paperback : 474 pages
- ISBN-10 : 1849697345
- ISBN-13 : 978-1849697347
- Dimensions : 19.05 x 2.72 x 23.5 cm
- Best Sellers Rank: 1,759,126 in Books (See Top 100 in Books)
- 604 in Animation Graphic Design
- 613 in Digital Video
- 953 in Microsoft Windows Programming
- Customer reviews:
About the author

Simon Jackson has been a tinkerer, engineer, problem solver, and solution gatherer ever since his early years. In short, he loves to break things apart, figure out how they work, and them put them back together; usually better than before.
Check out more about me, my details plus forums on my books on my blog at:
http://darkgenesis.zenithmoon.com/books/
He started way back when with his first computer, the Commodore Vic20. It was simple, used a tape deck, and forced you to write programs in basic or assembly language; they were fun times. From there, he progressed through the ZX Spectrum +2 and the joyous days of modern graphics, but still with the 30-minute load times from a trusty tape deck. Games were his passion even then, which led to many requests for another gaming machine, but Santa brought him an Amstrad 1640, his first PC. From there, his tinkering and building exploded, and that machine ended up being a huge monstrosity with so many add-ons and tweaked fixes. He was Frankenstein, and this PC became his own personal monster crafted from so many parts. Good times.
This passion led him down many paths, and he learned to help educate others on the tips and tricks he learned along the way; these skills have equipped him well for the future.
Today, he would classify himself as a game development generalist. He works with many different frameworks, each time digging down, ripping them apart, and then showing whoever would listen through his blog, videos, and speaking events on how to build awesome frameworks and titles. This has been throughout many generations of C++, MDX, XNA (what a breath of fresh air that was), MonoGame, Unity3D, The Sunburn Gaming Engine, HTML, and a bunch of other proprietary frameworks--he did them all. This gives a very balanced view of how to build and manage many different types of multi-platform titles.
He didn't stop there as he regularly contributed to the MonoGame project, adding new features and samples, and publishing it on NuGet. He also has several of his own open-source projects and actively seeks any new and interesting ones to help with.
By day, he is a lowly lead technical architect working in the healthcare industry seeking to improve patients' health and care through better software (a challenge to be sure). By night, he truly soars! Building, tinkering, and educating while trying to push game titles of his own. One day they will pay the bills, but until then, he still leads a double life.
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If you follow the book through it give you a starting point, but its isnt a full framework for an RPG, your hard work and research will produce that.
That been said, its a good place to start.
Simon's concepts of communication between scripts is a masterpiece of object-oriented programming!
I have just finished working through this book and can say it was a thoroughly eye opening and enjoyable journey to be taken on.
The book works through building a 2D RPG style game playable framework using Unity3D. Yes I know, Unity3D, however unity over the last year has released a whole new system to cater for 2D development and the author used these to great effect throughout this book.
The author has taken the decision, sensibly in my opinion, to not include any audio within this book project. This means that more focus could be concentrated on core elements of game structure/logic and interactions. And if a game works well with no sound, as this does, that’s a great testament to the author.
There are so many aspects throughout this book that I can honestly say changed the way I think about my future endeavours. From the outset I was encouraged to think about design and how things can be reused and pros and cons to various design implementation. Along the way there is also extra information to consider and where to go to read up on how to extend what you have just covered. Also the way I was eased into each section by debating and considering alternatives related to the task at hand, then going on to carry out the tasks was a fresh way of delivering content as opposed to the usual ‘parrot style’ of learning books.
Now I class myself as a beginner when it comes to programming and game design, but this book walked me through a lot of subjects that I can take away and use elsewhere. To mention but a few there is a functioning messaging system that used delegates and events to communicate amongst objects, to turn based battle management, player inventory, even getting the player to buy items from a shop, scene transitions and getting data to persist between scenes and utilising the state machine to assist with decision making logic.
If that’s not enough once you have finally finished your work through of the game, it then goes onto cover editor customisation, basic AI, saving data and where to go next on your game making travels…
All in all there is so much content in this book that I feel I can reuse, I will be using it a lot for reference in the future.
Even if you don’t work through the book from start to finish, there will be something in here for everyone. If like me you are a beginner then you can still follow along and learn as you go and feel some pride playing your completed project framework, or if you have a little more unity and game making experience there are other more advanced topics that still make you consider how to design and implement various aspects.
Well done. Enjoyed it thoroughly.
Darren
( a more enlightened unity/gamedesign Newbie)
RPG making from 0 to hero? No.
Game development comprehensive guide, with great explanations? Definitely!
So, in more detail now...
This book will take you from start to finish at implementing what can be thought of a prototype of a game (an RPG).
If you are a total novice at programming this probably won't be your best choice. Although the author explains decently the code contained, a degree of ease at programming (mainly object oriented programming) would benefit the reader greatly, as it will allow for faster reading/comprehension. Know programming but never used Unity before? No worries, that's what the book is here for.
From game design concepts and ideas to their implementation in code, management or artwork assets and correct structuring of the project, you're covered.
This is a great book, definitely worth it whether you are a beginner at Unity altogether, intermediate level, looking for intro to Unity's 2D toolset or just curious about gamedev. I myself would probably be somewhere between beginner and intermediate, and have benefited immensely from reading this book. Not only have I learnt new stuff, but re-learned better ways to do some of what I already knew.
(using the Animator as a state machine, how did I never think of that?)
Some might ask: "with so many tutorials available online, why should I buy this?"
Well, in all honesty, I've been there, and scoured the web for tutorials, howto's and help guides. Much of what I learnt would have been WAY faster if I had this book to start with. It helps make everything while still expecting you to think and understand, and allowing enough room to tweak the code for your own project. Nobody says you have to make the exact same game.