Description

Book Synopsis

Gain insight into what it takes to design and develop your first video game. This book offers a peek behind the scenes, where you will find in-depth knowledge of game design theory and insight into the technical and design aspects of video game development.

The Way We Play allows you to explore game design and theory while also learning the nuances of how games in different genres should be approached, their workings, and successful unique selling points in a competitive gaming field. As you progress further into the book, BAFTA Nominated Young Games Design Mentor Michael Killick walks you through the more technical aspects of game development and shares techniques that will enable you to take your first steps in designing your own games.

Upon completing this book, you will have a firm understanding of the gaming industry, from theory through design and production.

What You Will Learn

  • Understand theories within games design

  • Table of Contents
    Chapter 1: What is a Game? What is their history?Sub – Topics:- Famous and well-known games, what made them so successful- How to understand a video game and what to look for- Look back at previous consoles- Earliest video games- What worked and what didn’t- A look at where we’re at now
    Chapter 2: Under the HoodSub - Topics:- Job roles- What you can do within the industry- How to best prepare yourself for the future
    Chapter 3: Paper to ScreenSub - Topics:- Cameras, controls, and characters- Designing your game- Setting up goals- Setting a narrative
    Chapter 4: Designing a 3D Character ControllerSub - Topics:- Cameras and controls- C# programming/scripting- Using Unity- Common terms within Unity
    Chapter 5: Rule the World: Level DesignSub - Topics:- Mapping- Making your world fun and engaging- Bringing the world to life
    Chapter 6: Friend or Foe? Enemy DesignSub - Topics:- What makes a good enemy?- How to design a foe- Obstacles- Weapons and abilities
    Chapter 7: MCM: Mechanics, Combat, and MultiplayerSub - Topics:- Multiplayer design- Mechanics and their importance to video games- Enemies and their combat
    Chapter 8: 2D Games Design within UnitySub - Topics:- Unity 2D design- How to implement enemies- Tilemap tutorial
    Chapter 9: What to Avoid?Sub - Topics:- What to be on the lookout for when designing a video game- What pitfalls can be avoided to make a successful game
    Chapter 10: Accessibility in GamesSub - Topics:- How to be inclusive in games design- What is accessibility within games design
    Chapter 11: Conclusion: The End. Or Your Beginning?Sub - Topics:- Final summary and looking forward

The Way We Play

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    £35.99

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    RRP £39.99 – you save £4.00 (10%)

    Order before 4pm tomorrow for delivery by Mon 22 Jun 2026.

    A Paperback by Michael Killick

    3 in stock


      View other formats and editions of The Way We Play by Michael Killick

      Publisher: APress
      Publication Date: 29/01/2022
      ISBN13: 9781484287880, 978-1484287880
      ISBN10:

      Description

      Book Synopsis

      Gain insight into what it takes to design and develop your first video game. This book offers a peek behind the scenes, where you will find in-depth knowledge of game design theory and insight into the technical and design aspects of video game development.

      The Way We Play allows you to explore game design and theory while also learning the nuances of how games in different genres should be approached, their workings, and successful unique selling points in a competitive gaming field. As you progress further into the book, BAFTA Nominated Young Games Design Mentor Michael Killick walks you through the more technical aspects of game development and shares techniques that will enable you to take your first steps in designing your own games.

      Upon completing this book, you will have a firm understanding of the gaming industry, from theory through design and production.

      What You Will Learn

      • Understand theories within games design

      • Table of Contents
        Chapter 1: What is a Game? What is their history?Sub – Topics:- Famous and well-known games, what made them so successful- How to understand a video game and what to look for- Look back at previous consoles- Earliest video games- What worked and what didn’t- A look at where we’re at now
        Chapter 2: Under the HoodSub - Topics:- Job roles- What you can do within the industry- How to best prepare yourself for the future
        Chapter 3: Paper to ScreenSub - Topics:- Cameras, controls, and characters- Designing your game- Setting up goals- Setting a narrative
        Chapter 4: Designing a 3D Character ControllerSub - Topics:- Cameras and controls- C# programming/scripting- Using Unity- Common terms within Unity
        Chapter 5: Rule the World: Level DesignSub - Topics:- Mapping- Making your world fun and engaging- Bringing the world to life
        Chapter 6: Friend or Foe? Enemy DesignSub - Topics:- What makes a good enemy?- How to design a foe- Obstacles- Weapons and abilities
        Chapter 7: MCM: Mechanics, Combat, and MultiplayerSub - Topics:- Multiplayer design- Mechanics and their importance to video games- Enemies and their combat
        Chapter 8: 2D Games Design within UnitySub - Topics:- Unity 2D design- How to implement enemies- Tilemap tutorial
        Chapter 9: What to Avoid?Sub - Topics:- What to be on the lookout for when designing a video game- What pitfalls can be avoided to make a successful game
        Chapter 10: Accessibility in GamesSub - Topics:- How to be inclusive in games design- What is accessibility within games design
        Chapter 11: Conclusion: The End. Or Your Beginning?Sub - Topics:- Final summary and looking forward

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