{"product_id":"swipe-this-isbn-9781119966968","title":"Swipe This!","description":"\u003cb\u003eLearn to design games for tablets from a renowned game designer!\u003c\/b\u003e  \u003cp\u003eEager to start designing games for tablets but not sure where to start? Look no further! Gaming guru Scott Rogers has his finger on the pulse of tablet game design and is willing to impart his wisdom and secrets for designing exciting and successful games. As the creator of such venerable games as \u003ci\u003eGod of War\u003c\/i\u003e, the \u003ci\u003eSpongeBob Squarepants\u003c\/i\u003e series, and \u003ci\u003ePac-Man World\u003c\/i\u003e, to name a few, Rogers writes from personal experience and in this unique book, he hands you the tools to create your own tablet games for the iPad, Android tablets, Nintendo DS, and other touchscreen systems.\u003c\/p\u003e \u003cul\u003e \u003cli\u003eCovers the entire tablet game creation process, placing a special focus on the intricacies and pitfalls of touch-screen game design\u003c\/li\u003e \u003cli\u003eExplores the details and features of tablet game systems and shows you how to develop marketable ideas as well as market your own games\u003c\/li\u003e \u003cli\u003eOffers an honest take on what perils and pitfalls await you during a game's pre-production, production, and post-production stages\u003c\/li\u003e \u003cli\u003eFeatures interviews with established tablet game developers that serve to inspire you as you start to make your own tablet game design\u003c\/li\u003e \u003c\/ul\u003e \u003cp\u003e\u003ci\u003eSwipe This!\u003c\/i\u003e presents you with an in-depth analysis of popular tablet games and delivers a road map for getting started with tablet game design.\u003c\/p\u003e \u003cp\u003e\u003cb\u003eIntroduction Swipe This Book! 1\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eSome Possible Reasons You Picked Up Swipe This! 2\u003c\/p\u003e \u003cp\u003eWho is This Book For? 2\u003cbr\u003e         \u003cbr\u003eWorking Video Game Professionals 3\u003c\/p\u003e \u003cp\u003eFuture Video Game Designers 4\u003c\/p\u003e \u003cp\u003eStudents of Game Design 5\u003c\/p\u003e \u003cp\u003ePeople Who Love Video Games 6\u003c\/p\u003e \u003cp\u003eWhy Another Book on Game Design? 7\u003c\/p\u003e \u003cp\u003eWhat You Won’t Find in This Book 7\u003c\/p\u003e \u003cp\u003eVery Deep Theory 8\u003c\/p\u003e \u003cp\u003eThe Complete History of Video Games 8\u003c\/p\u003e \u003cp\u003eHow to Program Video Games 9\u003c\/p\u003e \u003cp\u003eHow to Create Video Game Art 9\u003c\/p\u003e \u003cp\u003eLameness 9\u003c\/p\u003e \u003cp\u003eWhat You Will Find in This Book 9\u003c\/p\u003e \u003cp\u003ePractical Information 10\u003c\/p\u003e \u003cp\u003eGood News! 11\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 1 Hardware Wars 13\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eTouch and Go! 18\u003c\/p\u003e \u003cp\u003eMore Things to Be Touchy About 20\u003c\/p\u003e \u003cp\u003eGame On! 21\u003c\/p\u003e \u003cp\u003eDestroy All Humans! 28\u003c\/p\u003e \u003cp\u003eDeveloper Interview 1 Paul O’Connor 29\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 2 Clown-On-A-Unicycle 33\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eLet’s Get High (Concept) 35\u003c\/p\u003e \u003cp\u003eYes, But is It a Game? 39\u003c\/p\u003e \u003cp\u003eReally Quick Guide to the One-Sheet 40\u003c\/p\u003e \u003cp\u003eForm Follows Function 41\u003c\/p\u003e \u003cp\u003eFunction Follows Form 42\u003c\/p\u003e \u003cp\u003eLength Matters 43\u003c\/p\u003e \u003cp\u003eThe Average Play Session Will Last 2 to 5 Minutes 45\u003c\/p\u003e \u003cp\u003eThe Overall Game Length Should Only Be a Few Hours 45\u003c\/p\u003e \u003cp\u003eDevelop Gameplay in Terms of Depth, Not Length 48\u003c\/p\u003e \u003cp\u003eEmphasize Repeatability Over Content 48\u003c\/p\u003e \u003cp\u003eCreate Natural Play Breaks Over the Course of the Game 49\u003c\/p\u003e \u003cp\u003eEmergent Eschmergent 49\u003c\/p\u003e \u003cp\u003eI Want to Be Rich and Powerful 51\u003c\/p\u003e \u003cp\u003eGame Design Spotlight 1 Fruit Ninja HD 53\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 3 Finger Fu! 57\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eThe Fabulous Folio of Facile Fingering 60\u003c\/p\u003e \u003cp\u003eYou Only Have Two (to Four) Fingers 68\u003c\/p\u003e \u003cp\u003eHands Solo 70\u003c\/p\u003e \u003cp\u003eVirtual Joysticks Suck … or Do They? 75\u003c\/p\u003e \u003cp\u003eHands Get Their Revenge 77\u003c\/p\u003e \u003cp\u003eDeveloper Interview 2 Andy Ashcraft 81\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 4 GenreBusters 85\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eMaking a Name 91\u003c\/p\u003e \u003cp\u003eGames Need Story … or Do They? 94\u003c\/p\u003e \u003cp\u003eUnreliable Narrators 106\u003c\/p\u003e \u003cp\u003eGame Design Spotlight 2 Helsing’s Fire 107\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 5 Puzzlings 111\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eSuperior Logic 115\u003c\/p\u003e \u003cp\u003eThe Problem with Math 118\u003c\/p\u003e \u003cp\u003eDon’t Be Difficult 121\u003c\/p\u003e \u003cp\u003ePhysics: It’s for the Birds 123\u003c\/p\u003e \u003cp\u003eLet’s Get Wet 127\u003c\/p\u003e \u003cp\u003eDo You See What I See? 128\u003c\/p\u003e \u003cp\u003eHiding in Plain Sight 131\u003c\/p\u003e \u003cp\u003eWord Up 133\u003c\/p\u003e \u003cp\u003eAnd the Solution is … 135\u003c\/p\u003e \u003cp\u003eDeveloper Interview 3 Erin Reynolds 137\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 6 Arcade Crazy 141\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eThe “Good Ol’ Days” 143\u003c\/p\u003e \u003cp\u003eGames? I’ll Give You Games! 147\u003c\/p\u003e \u003cp\u003eA-mazing Games 151\u003c\/p\u003e \u003cp\u003eCuteness Counts 152\u003c\/p\u003e \u003cp\u003eThe First Rule of Fighting Games … 155\u003c\/p\u003e \u003cp\u003eGet on the Ball 159\u003c\/p\u003e \u003cp\u003eBaby, You Can Drive My iPhone 162\u003c\/p\u003e \u003cp\u003eBeat It, Kid 165\u003c\/p\u003e \u003cp\u003eEverything New is Old Again 166\u003c\/p\u003e \u003cp\u003eGame Design Spotlight 3 Where’s My Water? 171\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 7 Action Guy 175\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eThink Like an Artist 177\u003c\/p\u003e \u003cp\u003eThe Metrics System 179\u003c\/p\u003e \u003cp\u003eDidn’t We Already Talk about Character? 182\u003c\/p\u003e \u003cp\u003eWorld Building for Fun and Profit 183\u003c\/p\u003e \u003cp\u003eWhat’s with All the Zombies? 189\u003c\/p\u003e \u003cp\u003eHow to Design an Enemy in Six Easy Steps 190\u003c\/p\u003e \u003cp\u003eFighting for Cash and Glory! 194\u003c\/p\u003e \u003cp\u003ePain, Pain, Go Away, Come Again Some Other Day 201\u003c\/p\u003e \u003cp\u003ePutting the “Ack” in “Feedback15” 202\u003c\/p\u003e \u003cp\u003eThe Only Good Player is a Dead One 203\u003c\/p\u003e \u003cp\u003eDeveloper Interview 4 Blade Olsen 205\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 8 DoodleCat 209\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eGet to the Point 210\u003c\/p\u003e \u003cp\u003eFinger Pointers 212\u003c\/p\u003e \u003cp\u003eThe Artist’s Way 214\u003c\/p\u003e \u003cp\u003eA Line on Fun 217\u003c\/p\u003e \u003cp\u003eMeow Meow Meow 220\u003c\/p\u003e \u003cp\u003eGame Design Spotlight 4 Jetpack Joyride 223\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 9 Casual Fryday 227\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eBoard Games 229\u003c\/p\u003e \u003cp\u003eCard Games 232\u003c\/p\u003e \u003cp\u003eReal Time Strategy Games 234\u003c\/p\u003e \u003cp\u003eHow to Create a Tech Tree 236\u003c\/p\u003e \u003cp\u003eTower Defense Games 238\u003c\/p\u003e \u003cp\u003eGod Games 241\u003c\/p\u003e \u003cp\u003eSports Games 246\u003c\/p\u003e \u003cp\u003eRPGs and MORPGs 249\u003c\/p\u003e \u003cp\u003eThe Crown Jewel of Casual 253\u003c\/p\u003e \u003cp\u003eTo Clone or Not to Clone? 255\u003c\/p\u003e \u003cp\u003eDeveloper Interview 5 Sam Rosenthal 257\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 10 The New Genres 261\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eMicro-games 263\u003c\/p\u003e \u003cp\u003eGesture Games 264\u003c\/p\u003e \u003cp\u003eThe Art of Art 266\u003c\/p\u003e \u003cp\u003eTilt Games 268\u003c\/p\u003e \u003cp\u003eEndless Runners 269\u003c\/p\u003e \u003cp\u003eAugmented Reality 276\u003c\/p\u003e \u003cp\u003eNow is the Future! 280\u003c\/p\u003e \u003cp\u003eGame Design Spotlight 5 No, Human 281\u003c\/p\u003e \u003cp\u003eDeveloper Interview 6 Andy Reeves 285\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 11 Make Your Own \u003c\/b\u003e\u003cb\u003e\u003ci\u003eStar Wars \u003c\/i\u003e\u003c\/b\u003e\u003cb\u003e289\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eHow to Start 292\u003c\/p\u003e \u003cp\u003eDiversion #1: How to Storyboard Gameplay 293\u003c\/p\u003e \u003cp\u003eDiversion #2: A Word About Title Screens 296\u003c\/p\u003e \u003cp\u003eTeam Building 101 300\u003c\/p\u003e \u003cp\u003eSound Advice 304\u003c\/p\u003e \u003cp\u003eThe Three -ions 305\u003c\/p\u003e \u003cp\u003eDiversion #3: Where to Find Teammates 305\u003c\/p\u003e \u003cp\u003eRadGame-GDDFirstDraft-20XX0614-SR.doc 308\u003c\/p\u003e \u003cp\u003eProduction Pointers 309\u003c\/p\u003e \u003cp\u003eThe Topic No One Likes Talking About 310\u003c\/p\u003e \u003cp\u003eShip It! 314\u003c\/p\u003e \u003cp\u003eMarketing Your Game 315\u003c\/p\u003e \u003cp\u003eYou Can Make a Game, But Can You Do the Paperwork? (Submitting Your Game) 317\u003c\/p\u003e \u003cp\u003eDiversion #4: How to Design an Icon 318\u003c\/p\u003e \u003cp\u003eNow Where Were We? 320\u003c\/p\u003e \u003cp\u003ePost-Release Strategies 320\u003c\/p\u003e \u003cp\u003eWhat to Do for an Encore? 321\u003c\/p\u003e \u003cp\u003eGame Design Spotlight 6 Angry Birds 323\u003c\/p\u003e \u003cp\u003e\u003cb\u003eApp-pendix 1 The Class of 2008 329\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eArcade Games 329\u003c\/p\u003e \u003cp\u003eBreaker Games 331\u003c\/p\u003e \u003cp\u003eClassic Games 332\u003c\/p\u003e \u003cp\u003ePuzzle Games 333\u003c\/p\u003e \u003cp\u003eRacing Games 335\u003c\/p\u003e \u003cp\u003eRolling Games 335\u003c\/p\u003e \u003cp\u003eThe Others 336\u003c\/p\u003e \u003cp\u003e\u003cb\u003eApp-pendix 2 Touchscreen Template 337\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eApp-pendix 3 Gameplay Storyboarding Template 339\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eApp-pendix 4 The Game Designer’s Checklist 341\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eAfterword 343\u003c\/p\u003e \u003cp\u003eIndex 345\u003c\/p\u003e  \u003cp\u003eAfter deciding that game designers have more fun, \u003cb\u003eScott Rogers\u003c\/b\u003e embarked on an eighteen- (and counting) year career creating video games, including Sony's \u003ci\u003eGod of War\u003c\/i\u003e™, Capcom's \u003ci\u003eMaximo: Ghosts to Glory\u003c\/i\u003e and its sequel \u003ci\u003eMaximo vs. Army of Zin\u003c\/i\u003e, Namco's \u003ci\u003ePac-Man World\u003c\/i\u003e and THQ's \u003ci\u003eDarksiders\u003c\/i\u003e and \u003ci\u003eDrawn to Life\u003c\/i\u003e series. He is currently an Imagineer for Walt Disney Imagineering.   \u003c\/p\u003e\u003cp\u003e\u003cb\u003eAre you ready to design your own tablet and handheld games? Renowned game designer Scott Rogers points the way!\u003c\/b\u003e \t \u003c\/p\u003e\u003cp\u003eYou've played tablet games. You've come up with your own great idea. What do you do next? Take a swipe at making that idea a reality! There's never been a better time to make your own touchscreen games and \u003cb\u003eScott Rogers\u003c\/b\u003e will teach you how. \u003ci\u003eSwipe This!\u003c\/i\u003e provides healthy servings of humor along with the tools and knowledge to help you create your own awesome games for the iPad, Android tablets, Nintendo DS, Sony Vitapretty much any gaming system with a touchscreen. \u003ci\u003eSwipe This!\u003c\/i\u003e spotlights the unique challenges and pitfalls of touchscreen game designfrom getting that first brilliant idea through post production, including: \t \u003c\/p\u003e\u003cul\u003e \u003cli\u003e\u003cb\u003eDeveloping exclusively for tablet systems\u003c\/b\u003e\u003c\/li\u003e \u003cli\u003e\u003cb\u003eStorytelling for short attention spans\u003c\/b\u003e\u003c\/li\u003e \u003cli\u003e\u003cb\u003eDesigning Augmented Reality games\u003c\/b\u003e\u003c\/li\u003e \u003cli\u003e\u003cb\u003eCreating memorable characters\u003c\/b\u003e\u003c\/li\u003e \u003cli\u003e\u003cb\u003eDetermining your game's art style\u003c\/b\u003e\u003c\/li\u003e \u003cli\u003e\u003cb\u003eTranslating games for tablet play\u003c\/b\u003e\u003c\/li\u003e \u003cli\u003e\u003cb\u003eMaking bite-sized gameplay\u003c\/b\u003e\u003c\/li\u003e \u003cli\u003e\u003cb\u003eGetting into the apps stores\u003c\/b\u003e\u003c\/li\u003e \u003cli\u003e\u003cb\u003eMarketing your game for success\u003c\/b\u003e\u003c\/li\u003e \u003c\/ul\u003e \t \u003cp\u003eFeaturing insightful interviews with tablet game designers and critical analysis of hits (and misses), \u003ci\u003eSwipe This!\u003c\/i\u003e is an indispensable source of ideas, inspiration, and step-by-step guidance for fledgling and veteran game designers alike.\u003c\/p\u003e","brand":"Wiley","offers":[{"title":"Default Title","offer_id":47990121070821,"sku":"NP9781119966968","price":39.99,"currency_code":"USD","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/1842\/7735\/files\/9781119966968.jpg?v=1761786594","url":"https:\/\/k12savings.com\/products\/swipe-this-isbn-9781119966968","provider":"K12savings","version":"1.0","type":"link"}