Description

Book Synopsis

Get a head start on making your games efficiently by avoiding common design and development pitfalls. Video games combine art and programming; this unique position has opened up opportunities for many pitfalls. This book takes you through the fundamentals of game making and the usual mistakes and bad practices that can harm your games. 

We start with the common difficulties and challenges, ways to find the gaps, and game design. Next, we discuss game engines and other tools you need to choose while making a game, how you should choose them, and the design documents you need to make. We also cover simple but important tweaks in game mechanics as well as the look and feel of your game. We will also discuss conventions for naming, code structuring, project structuring, and coding.

Your thought process will be guided in a way that you can look for the proper approach to make a successful game. The book sheds light upon how to improve the overall game experience and fin

Table of Contents

Chapter 1: Don't

Chapter Goal: In this chapter, you will get introduced to the core difficulties and challenges of the game making journey.


Chapter 2: The Fault in Our Stars

Chapter Goal: This chapter will discuss the first encounters with games as well as the process of finding the gaps and lacking. We will also discuss game analysis in this chapter.


Chapter 3: Don't Reinvent the Wheel

Chapter Goal: We will discuss the game engine and the purpose they serve as powerful and necessary tools in game development.


Chapter 4: Choose Your Arsenal

Chapter Goal: We will learn about game engines in greater detail including their pros n cons by building a RPG.


Chapter 5: It's All in My Head/ Don't Keep It All in Your Head

Chapter Goal: Learn to make Game Design Document, writing practices, and hurdles that may be stopping you from writing it.


Chapter 6: A Stitch in Time Saves Nine

Chapter Goal: This chapter teaches conventions of file naming, structuring, project structuring, coding (with some examples)


Chapter 7: Git Good

Chapter Goal: We will learn about version control


Chapter 8: Get Smart!

Chapter Goal: This chapter shows the ill effects of hard code. This would enable you to differentiate between good and bad approaches towards code and learn how to eliminate them.


Chapter 9: Game Design - The Three musketeers!

Chapter Goal: You will learn the overall journey of game design, understanding all the components, their role, and how to roll them properly.


Chapter 10: Game Feel and Effects

Chapter Goal: We will learn about camera effect, audio effect, particle effect in this chapter.


Chapter 11: Input Matters

Chapter Goal: Learn about choosing input styles properly.


Chapter 12: Help!

Chapter Goal: This chapter will helping you transcend through reality (pseudo code), dynamic difficulty.


Chapter 13: Platform Choosing (Pros n Cons)

Chapter Goal: This chapter will help you choose the right platform to publish your game.


Chapter 14: The Great Filter/Fermi Paradox

Chapter Goal: In this chapter, you will learn how to test your game and how to approach publishing and assessing the success.


Chapter 15: Gameover - The Myth of Sisyphus/Insanity Loop/Core Loop

Chapter Goal: In the final chapter, we will evaluate all we have learnt by studying this game, its success, and the future

How to Make a Game

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    £37.49

    Includes FREE delivery

    RRP £49.99 – you save £12.50 (25%)

    Order before 4pm today for delivery by Wed 17 Jun 2026.

    A Paperback / softback by Minhaz-Us-Salakeen Fahme, Tanimul Haque Khan

    1 in stock

      Trusted by thousands of customers. See 2,385+ Customer Reviews

      View other formats and editions of How to Make a Game by Minhaz-Us-Salakeen Fahme

      Publisher: APress
      Publication Date: 25/05/2021
      ISBN13: 9781484269169, 978-1484269169
      ISBN10: 1484269160

      Description

      Book Synopsis

      Get a head start on making your games efficiently by avoiding common design and development pitfalls. Video games combine art and programming; this unique position has opened up opportunities for many pitfalls. This book takes you through the fundamentals of game making and the usual mistakes and bad practices that can harm your games. 

      We start with the common difficulties and challenges, ways to find the gaps, and game design. Next, we discuss game engines and other tools you need to choose while making a game, how you should choose them, and the design documents you need to make. We also cover simple but important tweaks in game mechanics as well as the look and feel of your game. We will also discuss conventions for naming, code structuring, project structuring, and coding.

      Your thought process will be guided in a way that you can look for the proper approach to make a successful game. The book sheds light upon how to improve the overall game experience and fin

      Table of Contents

      Chapter 1: Don't

      Chapter Goal: In this chapter, you will get introduced to the core difficulties and challenges of the game making journey.


      Chapter 2: The Fault in Our Stars

      Chapter Goal: This chapter will discuss the first encounters with games as well as the process of finding the gaps and lacking. We will also discuss game analysis in this chapter.


      Chapter 3: Don't Reinvent the Wheel

      Chapter Goal: We will discuss the game engine and the purpose they serve as powerful and necessary tools in game development.


      Chapter 4: Choose Your Arsenal

      Chapter Goal: We will learn about game engines in greater detail including their pros n cons by building a RPG.


      Chapter 5: It's All in My Head/ Don't Keep It All in Your Head

      Chapter Goal: Learn to make Game Design Document, writing practices, and hurdles that may be stopping you from writing it.


      Chapter 6: A Stitch in Time Saves Nine

      Chapter Goal: This chapter teaches conventions of file naming, structuring, project structuring, coding (with some examples)


      Chapter 7: Git Good

      Chapter Goal: We will learn about version control


      Chapter 8: Get Smart!

      Chapter Goal: This chapter shows the ill effects of hard code. This would enable you to differentiate between good and bad approaches towards code and learn how to eliminate them.


      Chapter 9: Game Design - The Three musketeers!

      Chapter Goal: You will learn the overall journey of game design, understanding all the components, their role, and how to roll them properly.


      Chapter 10: Game Feel and Effects

      Chapter Goal: We will learn about camera effect, audio effect, particle effect in this chapter.


      Chapter 11: Input Matters

      Chapter Goal: Learn about choosing input styles properly.


      Chapter 12: Help!

      Chapter Goal: This chapter will helping you transcend through reality (pseudo code), dynamic difficulty.


      Chapter 13: Platform Choosing (Pros n Cons)

      Chapter Goal: This chapter will help you choose the right platform to publish your game.


      Chapter 14: The Great Filter/Fermi Paradox

      Chapter Goal: In this chapter, you will learn how to test your game and how to approach publishing and assessing the success.


      Chapter 15: Gameover - The Myth of Sisyphus/Insanity Loop/Core Loop

      Chapter Goal: In the final chapter, we will evaluate all we have learnt by studying this game, its success, and the future

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