Index
A
- Ableton Live
- about / Ableton Live
- URL / Ableton Live
- abstraction / Objects
- abstraction, programming language / Abstraction
- academic formation, game designer
- accelerometer
- about / Accelerometer
- ActionScript / Software to create game graphics, HTML5 and Flash
- AD
- about / App development
- adaptive audio / Adaptive audio
- adaptive diegetic audio / Adaptive
- adaptive non-diegetic audio / Adaptive
- ADC
- about / Recording
- Adobe Flash
- about / Software to create game graphics
- Adobe Flash Player / HTML5 and Flash
- Adobe Flash Professional / Software to create game graphics
- Ad supported / Ad supported
- aesthetics, UI design / Aesthetics
- Agile software development
- alpha transparency
- about / Masking
- altered states / Easy fun – grab attention with ambiguity, incompleteness, and detail
- Amazon Appstore
- about / Google Play and Amazon Appstore
- analog sound recording
- vs, digital sound recording / Analog versus digital
- analog sticks
- about / Analog sticks
- Android
- about / Mobile operating systems, Android
- drawbacks / Android
- Google Play / Google Play and Amazon Appstore
- Amazon Appstore / Google Play and Amazon Appstore
- apps, developing / App development
- mobile game / Games for Android
- Intellij / Eclipse versus Intellij
- Eclipse / Eclipse versus Intellij
- Android developer
- URL / File size
- Android SDK
- about / App development
- Android UI / Android
- Android Virtual Device (AVD) / Games for Android
- animations / 3D graphic assets
- about / Animations
- anti-aliasing
- Apple Developer
- URL, for documentation / Objective-C conventions
- Apple Store / iOS, The App Store
- apps
- developing, for Android / App development
- App Store
- about / The App Store
- AR
- arbitrate
- about / Skills for all!
- AR Defender
- about / Camera
- Aron Granberg
- URL / What engines can do
- Artificial Intelligence
- about / Coding departments
- art schools, game artist
- about / Art schools and creative types
- assets
- software / Software
- Asset Store
- about / Unity 3D
- Asus Transformer Pad Infinity TF700 / Resolution issues with mobile games
- Audacity / Creating music and sound fx
- audio
- designing, for mobile game / Designing audio for mobile games
- planning, for mobile game / Planning the audio in advance
- roles, in mobile game / The role of audio in mobile games
- adding, to game / What engines can do
- audio, mobile game
- hardware limitation / Hardware limitations for mobile games audio
- audio assets
- about / Audio
- audio design
- best practices / Best practices for mobile games audio design
- audio file compression
- about / File compression
- Audio Invaders
- about / Headphones
- audio output / Audio output
- audio personality
- about / Audio personality
- Augmented Reality (AR)
- about / GPS
- automatic memory allocation
- about / Memory management
- Avid Pro Tools
- about / Avid Pro Tools
- URL / Avid Pro Tools
- Axure
- Azure / The basic game design process
B
- backgrounds / 2D graphic assets
- backgrounds, 2D graphic assets
- about / Backgrounds
- baking
- about / Baking
- balancing, mobile game / Balancing
- symmetry / Symmetry
- randomization / Randomization
- feedback loops / Feedback loops
- game director / Game director
- statistics / Statistics
- BASIC Operating System / Operating systems
- beta testing
- about / Aspects of game testing
- BlackBerry
- about / Mobile operating systems, BlackBerry
- App World / The BlackBerry App World
- game, developing for / Developing games for BlackBerry
- URL, for developing game / Developing games for BlackBerry
- BlackBerry 10 / BlackBerry
- BlackBerry App World
- about / The BlackBerry App World
- BlackBerry SDK / Developing games for BlackBerry
- Blender
- blocks, Objective-C / Blocks
- BMP
- about / Raster graphics
- Boehm-Demers-Weiser garbage collector
- URL / Memory management
- Braid
- about / Designer at work
- brainwave readers
- about / Brainwave readers
- URL / Brainwave readers
- brushes / Brushes and canvas
- budgeting
- about / Skills for all!
- built-in devices
- about / Built-in devices
- GPS / GPS
- accelerometer / Accelerometer
- camera / Camera
- microphone / Microphone
- external controllers / External controllers
- business model
- about / Business models
- premium / Premium
- Freemium / Freemium
- Ad supported / Ad supported
- hybrid / Hybrid
- selecting / Choosing the right business model
- button size, UI design / The button size
- bytecode / Implementation
C
- C++
- about / C++
- memory management / Memory management
- objects / Objects
- complaints / Complaints about C++
- C++ Visual Studio 2012 Express
- URL / C++
- cabinets
- about / Cabinets
- camera
- about / Camera
- Canvace
- URL / Game programming
- Canvas / Canvas
- canvas / Brushes and canvas
- cat herding
- about / Skills for all!
- CGM
- about / Vector graphics
- character, mobile game
- design process / The character design process
- silhouette, creating / Silhouettes
- character design
- about / Character design
- class extensions
- CLDC
- about / Developing games with Java ME
- Cocoa / Cocoa
- Cocoa Touch / Cocoa Touch
- Cocos2D
- coding department
- about / Coding departments
- game engine / Coding departments
- physics programming / Coding departments
- physics / Coding departments
- Artificial Intelligence / Coding departments
- user interface / Coding departments
- network / Coding departments
- coding languages
- about / The programmer's kit
- cohesion
- about / Cohesion
- colors
- using, for mobile game / Colors for mobile
- commitment
- about / Commitment
- communication / The practices of game design
- compatibility testing
- about / Aspects of game testing
- competitors / Target platform and competitors
- compliance testing
- about / Aspects of game testing
- compression
- about / Compression
- compression, types
- uncompressed / Uncompressed
- lossless / Lossless compression
- lossy / Lossy compression
- concept art / 2D graphic assets
- conclusion, game program / Conclusion
- control scheme / Control scheme and interface
- Corona SDK
- about / Corona SDK
- advantages / Corona SDK
- disadvantages / Corona SDK
- Creator / GameSalad
- Cubase / Creating music and sound fx
D
- 2D game engine
- about / 2D game engines
- Torque 2D / Torque 2D
- Cocos2D / Cocos2D
- Corona SDK / Corona SDK
- 2D graphic assets
- about / 2D graphic assets, 2D graphic assets
- sprites / Sprites
- backgrounds / Backgrounds
- tiles / Tiles
- parallax motion / The parallax motion
- masking / Masking
- 2D graphic assets, fields
- concept art / 2D graphic assets
- sprites / 2D graphic assets
- backgrounds / 2D graphic assets
- terrains / 2D graphic assets
- tilesets / 2D graphic assets
- interface / 2D graphic assets
- textures / 2D graphic assets
- materials / 2D graphic assets
- 3D environments / 3D graphic assets
- 3D game engine
- about / 3D game engines
- Shiva 3D / Shiva 3D
- Unity 3D / Unity 3D
- 3D graphic assets
- about / 3D graphic assets, 3D graphic assets
- 3D model / 3D models
- 3D models / 3D models
- texturing / Texturing, More on textures
- materials / Materials
- UV Mapping / UV Mapping
- baking / Baking
- animations / Animations
- 3D graphic assets, fields
- models / 3D graphic assets
- animations / 3D graphic assets
- 3D environments / 3D graphic assets
- lighting / 3D graphic assets
- 3D model
- about / 3D models
- importing / Tutorial part 1A – importing 3D models
- 3D Studio Max / Software to create game graphics
- DAC
- about / Playback
- DAE
- about / The audio editing software
- Avid Pro Tools / Avid Pro Tools
- Sound Forge / Sound Forge/Sonic Foundry
- Audacity / Audacity
- Ableton Live / Ableton Live
- DeBabelizer
- designer resume, pitch document / Team/Designer resume
- designer tools
- about / Designer tools
- pencils / Designer tools
- paper / Designer tools
- text editors / Designer tools
- software / Designer tools
- image editors / Designer tools
- desktop browser game / HTML5 games
- Diamond Dash
- about / References
- diegetic audio / Diegetic sounds
- types / Diegetic sounds
- diegetic audio, types
- adaptive / Adaptive
- interactive / Interactive
- non-dynamic / Non-Dynamic
- diegetic UI / UI in videogames
- difficulty settings, mobile game / Difficulty settings
- global difficulty / Global difficulty
- digital audio workstation (DAW)
- about / Creating music and sound fx
- digital sound recording
- vs, analog sound recording / Analog versus digital
- digital sound technology
- about / Digital sound technology
- sound recording / Analog versus digital, Recording
- playback / Playback
- discipline
- about / Discipline
- disposable code
- about / Disposable code
- DOS Operating System / Operating systems
- double tap
- about / Double–tap
- downloadable content packages (DLCs) / Reusable code
- Draughts
- URL / References
- about / References
- drawing
- about / The practices of game design
- dungeon
- URL / Pencil and paper
- DXF
- about / Vector graphics
- dynamic audio / Dynamic audio
- dynamic memory allocation
- about / Memory management
- dynamic typing / Main features of programming languages
E
- easy fun / Easy fun – grab attention with ambiguity, incompleteness, and detail
- Eclipse
- about / Eclipse versus Intellij
- vs, Intellij / Eclipse versus Intellij
- Eclipse IDE
- about / App development
- educational engine
- about / Educational engines
- GameMaker / GameMaker
- GameSalad / GameSalad
- encapsulation / Objects
- enemy AI
- programming / What engines can do
- executable file
- building / What engines can do
- external controllers
- about / External controllers
- gamepads / Gamepads
- analog sticks / Analog sticks
- touch-enabled cases / Touch-enabled cases
- grip / Grip
- cabinets / Cabinets
- headphones / Headphones
- eye tracking
- about / Eye tracking
F
- Falcon Gunner
- about / Camera
- feedback loops / Feedback loops
- Filemaker / Keeping things organized
- file size / File size
- finance
- about / The practices of game design
- First Person Shooter (FPS)
- about / Camera
- Flairbuilder
- Flash
- vs, HTML5 / HTML5 and Flash
- flick
- about / Flick
- Freemind
- Freemium / Freemium
- Frog Bog
- about / References
- Full motion video (FMV) / Videos in videogames
- full transparency
- about / Masking
- fun
- fun, types
- hard fun / Hard fun – emotions from meaningful challenges, strategies, and puzzles
- easy fun / Easy fun – grab attention with ambiguity, incompleteness, and detail
- altered states / Easy fun – grab attention with ambiguity, incompleteness, and detail
- people factor / The people factor – create opportunities for player competition, cooperation, performance, and spectacle
- functionality
- defining, for UI design / Functionality
- functionality testing
- about / Aspects of game testing
- future technology
- brainwave readers / Brainwave readers
G
- Gaikai / Java for mobile – Java ME
- Gamasutra
- game
- developing, XNA used / Developing a game for Windows Phone with XNA
- developing, HTML5 used / HTML5 games
- audio, adding / What engines can do
- UI, creating / What engines can do
- executable file, building / What engines can do
- game artist
- about / The game artist
- brushes, used by / Brushes and canvas
- canvas, used by / Brushes and canvas
- 2D graphic assets / 2D graphic assets
- 3D graphic assets / 3D graphic assets
- art schools / Art schools and creative types
- creative types / Art schools and creative types
- reference link / Art schools and creative types
- Game Boy / Global difficulty
- game concept
- about / Game concept
- references / References
- prototype / Prototypes
- genre, defining / Genre
- target audience / Target audience
- key features, describing / Key features
- target platform / Target platform and competitors
- competitors / Target platform and competitors
- game concept, Lilypads pitch document
- genre / Genre
- references / References
- target audience / Target
- target platform / Platform
- competitors / Competitors
- key features / Key features
- character design / Character design
- game controls / Game controls
- game depth / Game depth
- game design
- game designer
- about / The game designer
- skills / Designer at work, The practices of game design
- designer tools, used by / Designer tools
- academic formation / Academic formation and personality
- personality / Academic formation and personality
- reference link / No game is ever done!
- game designer, skills
- communication / The practices of game design
- technical writing / The practices of game design
- drawing / The practices of game design
- programming / The practices of game design
- scripting / The practices of game design
- scripting languages / The practices of game design
- math / The practices of game design
- finance / The practices of game design
- psychology / The practices of game design
- game design process
- about / The basic game design process
- game development
- transparency / Masking
- game director / Game director
- game engine
- about / Coding departments, Game engines
- functions / What engines can do
- disadvantages / What engines can't do
- 2D game engine / 2D game engines
- 3D game engine / 3D game engines
- top quality engine / Top-quality engines
- educational engine / Educational engines
- game environment
- creating / What engines can do
- game flow / Game flow
- game graphics
- creating, software used / Software to create game graphics
- game level
- creating / What engines can do
- game loop / The game loop
- GameMaker
- Game Maker
- about / Tools for rapid prototyping
- URL / Tools for rapid prototyping
- Game Maker Language / GameMaker
- game master (GM) / Pencil and paper
- game mechanics / The pitch document
- URL / Interactive prototypes
- about / Game mechanics
- control scheme / Control scheme and interface
- scoring system / Scoring system and achievements
- achievements / Scoring system and achievements
- gameplay example / A gameplay example
- screen flow / Screen flow and screens relationship
- screens relationship / Screen flow and screens relationship
- game flow / Game flow
- game mechanics, Lilypads pitch document
- scoring system / Score
- virtual currency / Virtual currency
- In-App Purchase (IAP) / IAP (In-App Purchase)
- achievements / Achievements and leaderboards
- leaderboards / Achievements and leaderboards
- additional game elements / Additional game elements
- screen flow / Screen flow
- game flow / Game flow
- gamepads
- about / Gamepads
- gameplay example
- about / A gameplay example
- game producer
- about / The game producer
- spread sheet, using / Keeping things organized
- key questions / Key questions of a producer
- skills / Skills for all!
- role and tasks / Who is the producer?
- game producer, role
- reference link / Who is the producer?
- game producer, skills
- cat herding / Skills for all!
- scheduling / Skills for all!
- budgeting / Skills for all!
- production management / Skills for all!
- arbitrate / Skills for all!
- negotiating / Skills for all!
- quality assurance expert / Skills for all!
- game program
- structure / Structure of a game program
- initialization / Initialization
- game loop / The game loop
- termination / Termination
- conclusion / Conclusion
- game programming
- about / Game programming
- Objective-C / Objective-C
- Xcode / Xcode
- HTML5 / HTML5
- conclusion / Conclusions
- GameSalad / GameSalad
- URL / GameSalad
- game screen study / Game screen study
- game sound
- types / Types of game sounds
- game sound, types
- dynamic audio / Dynamic audio
- adaptive audio / Adaptive audio
- interactive audio / Interactive audio
- diegetic audio / Diegetic sounds
- non-diegetic audio / Non-Diegetic sounds
- game tester
- about / The game tester
- tools / The tools of deconstruction
- game testing, aspects / Aspects of game testing
- skills / Skills of a professional player
- educational requirements / University of Gamestop
- reference link / University of Gamestop
- game tester, tools
- mobile phones / The tools of deconstruction
- mobile interfaces / The tools of deconstruction
- game testing
- aspects / Aspects of game testing
- game testing, aspects
- functionality testing / Aspects of game testing
- compatibility testing / Aspects of game testing
- localization testing / Aspects of game testing
- stress testing / Aspects of game testing
- compliance testing / Aspects of game testing
- beta testing / Aspects of game testing
- Garage Band / Creating music and sound fx
- Garage Games
- URL / Torque 2D
- garbage collection
- about / Development on iOS, Memory management
- Garbage in, garbage out (GIGO) / Usage
- genre
- defining / Genre
- Gestalt Principles
- GIF
- about / Raster graphics
- GIMP
- GIT
- about / The programmer's kit
- URL / The programmer's kit
- global difficulty
- about / Global difficulty
- Google Docs / Keeping things organized
- Google Play
- about / Google Play and Amazon Appstore
- GPS
- about / GPS
- Graphical User Interface (GUI) / Tools
- graphic assets
- about / Forms of art, Graphics
- importing / What engines can do
- graphic file formats
- about / The graphic file formats
- raster graphics / Raster graphics
- URL / Raster graphics
- vector graphics / Vector graphics
- Graphic Processing Unit (GPU) / Games for Android
- grip
- about / Grip
- GUI
- about / Adding a GUI
- gyroscope
- about / Accelerometer
H
- Half Video Graphics Array (HVGA) / Games for Android
- hard fun / Hard fun – emotions from meaningful challenges, strategies, and puzzles
- hardware limitation
- about / Hardware limitations
- screen size / Screen size
- game controls / Game controls
- audio output / Audio output
- file size / File size
- processing power / Processing power
- Havoc Project Anarchy
- about / Tools for rapid prototyping
- URL / Tools for rapid prototyping
- headphones
- about / Headphones
- Heads up Display (HUD) / Approaching user interface design
- horizontal prototype / Horizontal prototype
- HTML5
- about / HTML5
- Canvas / Canvas
- vs, Flash / HTML5 and Flash
- issues / Issues with HTML5
- used, for developing game / HTML5 games
- HUD
- about / The user interface and HUD
- hybrid / Hybrid
I
- iBBQ
- about / Microphone
- iCade
- about / Cabinets
- iCade Jr
- about / Cabinets
- icons
- designing / Designing icons
- IDE
- about / App development
- image editors / Designer tools
- ImpactJS
- URL / Game programming
- implementation, programming language / Implementation
- In-App Purchase (IAP) / IAP (In-App Purchase)
- In-App Purchases (IAP) / Freemium
- inheritance / Objects
- initialization, game program / Initialization
- input
- about / Input technology
- input interfaces
- input technology
- about / Input technology
- Integrated Development Environment
- about / The programmer's kit
- Intellij
- about / Eclipse versus Intellij
- vs, Eclipse / Eclipse versus Intellij
- interactive audio / Interactive audio
- interactive diegetic audio / Interactive
- interactive non-diegetic audio / Interactive
- interactive prototype
- about / Interactive prototypes
- interface / 2D graphic assets
- Interface Builder / Xcode
- iOS
- about / Mobile operating systems, iOS
- App Store / The App Store
- development / Development on iOS
- Xcode / Xcode
- iOS SDK / Development on iOS
- iTunes / Creating music and sound fx
J
- Java
- about / Java
- memory management / Memory management
- syntax / Syntax
- Java Development Kit (JDK) / Java
- Java ME
- about / Mobile operating systems, Java ME
- game, developing with / Developing games with Java ME
- NetBeans / NetBeans
- Java Runtime Environment (JRE) / Java
- JavaScript Flash language (JSFL)
- about / Software to create game graphics
- Java Virtual Machine (JVM) / Java
- JPEG
- about / Raster graphics
- JPEG File Interchange Format (JFIF) / Raster graphics
K
- Key-Value Coding (KVC) / Objective-C conventions
- Key-Value Observing (KVO) / Objective-C conventions
- key features
- describing / Key features
- keypad
- about / Input technology
- keypads
- about / Keypads
- keypads, configuration
- key questions
- about / Key questions of a producer
- Kid Vector / More on vectors and rasters
- kinetic gestural interaction
- about / Kinetic gestural interaction
- Kismet / Unreal/UDK
L
- Lazzaros theory / The four keys to fun – the game mechanics that drive play
- libraries, programming language / Libraries
- lighting / 3D graphic assets
- Lilypads
- pitch document / Lilypads pitch document
- Lilypads Freemium version / Genre
- Lilypads Gold version / Genre
- Lilypads pitch document
- game concept / Concept
- game mechanics / Game mechanics
- tech / Tech
- list of assets
- graphic assets / Graphics
- audio assets / Audio
- software / Software
- schedule / Schedule and budget
- budget / Schedule and budget
- localization testing
- about / Aspects of game testing
- Logic Pro / Creating music and sound fx
- long press
- about / Long press
- looping background music
- about / Looping background music
- lossless compression
- about / Lossless compression
- lossy compression
- about / Lossy compression
M
- Magix / Creating music and sound fx
- main screen, UI design / The main screen
- masking
- about / Masking
- Massively Multiplayer Role Playing Games (MMORPGs ) / GPS
- materials / 2D graphic assets
- about / Materials
- math
- about / The practices of game design
- Maya
- about / Software to create game graphics
- memory management
- about / Memory management
- memory management, Java / Memory management
- memory management, types
- static memory allocation / Memory management
- automatic memory allocation / Memory management
- dynamic memory allocation / Memory management
- garbage collection / Memory management
- meta UI / UI in videogames
- microphone
- about / Microphone
- Microsoft Excel / Keeping things organized
- Microsoft Office / Tools
- Microsoft Project / Keeping things organized
- MIDI
- about / Digital sound technology
- Milkshape 3D / Software to create game graphics
- MIPD
- about / Developing games with Java ME
- MIPD 3.0 / Developing games with Java ME
- Mobile9
- mobile audio designer
- scripting skills / Scripting skills for a mobile audio designer
- mobile decive
- screen resolution / Best practices in UI design
- mobile environment / Mobile environment
- mobile game / HTML5 games
- resolution issues / Resolution issues with mobile games
- 2D graphic assets / 2D graphic assets
- 3D graphic assets / 3D graphic assets
- character, designing / Designing a character for mobile
- colors, using / Colors for mobile
- UI / The user interface and HUD
- HUD / The user interface and HUD
- audio, designing / Designing audio for mobile games
- audio, planning / Planning the audio in advance
- audio, hardware limitation / Hardware limitations for mobile games audio
- audio, roles / The role of audio in mobile games
- listening conditions / Listening conditions for mobile games
- audio design, best practices / Best practices for mobile games audio design
- input interfaces / Input interfaces for mobile games
- future technology / Future technologies
- UI design, approaching / Approaching user interface design
- balancing / Balancing
- tuning / Tuning
- difficulty settings / Difficulty settings
- designing / Designing mobile games
- fun / What makes games fun
- mobile game, designing
- hardware limitation / Hardware limitations
- mobile game, future technology
- eye tracking / Eye tracking
- brainwave readers / Brainwave readers
- mobile game design
- constraints / Mobile design constraints
- mobile game design, constraints
- play time / Play time
- game depth / Game depth
- mobile environment / Mobile environment
- smartphones / Smartphones
- single player / Single player versus multiplayer
- multiplayer / Single player versus multiplayer
- mobile gamers
- about / Mobile gamers
- mobile indie team
- team size / A matter of size
- key roles / Key roles in a successful team
- commitment / Commitment
- cohesion / Cohesion
- software development methodology / Software development methodologies
- discipline / Discipline
- professional training / Professional training
- passionate, for games / Passion for games
- roles / The roles in an indie mobile team
- game designer / The game designer
- game artist / The game artist
- programmer / The programmer
- game tester / The game tester
- game producer / The game producer
- sound designer / The sound designer
- mobile market
- about / The mobile market
- mobile operating system
- about / Mobile operating systems
- Android / Mobile operating systems, Android
- iOS / Mobile operating systems, iOS
- Windows Phone / Mobile operating systems, Windows Phone
- Java ME / Mobile operating systems, Java ME
- BlackBerry / Mobile operating systems, BlackBerry
- mobile web browser / HTML5 games
- models / 3D graphic assets
- Modern Style UI / Windows Phone
- MPEG-2 / Videos in videogames
- MS Skydrive / Keeping things organized
- Mudbox
- about / Software to create game graphics
- multifinger scroll
- about / Multifinger scroll
- multifinger tap
- about / Multifinger tap
- multiple save slots / Multiple save slots
- multitouch operations
- about / Touchscreens
- music
- creating / Creating music and sound fx
- mutual capacitance
- about / Touchscreens
N
- NDK
- about / App development
- negotiating
- about / Skills for all!
- NetBeans
- network
- about / Coding departments
- NeuroSky
- about / Brainwave readers
- URL / Brainwave readers
- non-diegetic audio / Non-Diegetic sounds
- types / Non-Diegetic sounds
- non-diegetic audio, types
- adaptive / Adaptive
- interactive / Interactive
- non-diegetic UI / UI in videogames
- non-dynamic diegetic audio / Non-Dynamic
- non-dynamic linear music / Non-Dynamic linear sounds and music
- non-dynamic linear sounds / Non-Dynamic linear sounds and music
- normal mapping
- URL / Materials
- NSArray class / Values and collections
- NSDictionary class / Values and collections
- NSError class / Blocks
- NSNumber class / Values and collections
- NSSet class / Values and collections
- NSString class / Values and collections
- NSValue class / Values and collections
O
- Objective-C
- about / Objective-C
- Cocoa / Cocoa
- Cocoa Touch / Cocoa Touch
- objects, working with / Working with objects
- class extensions / Extending classes with categories
- protocol, using / Protocols define messaging contracts
- values / Values and collections
- collections / Values and collections
- blocks / Blocks
- coding conventions / Objective-C conventions
- getting started / Getting started
- objects
- about / Objects
- Ocarina
- about / Microphone
- OpenGL
- URL / Game programming
- OpenGL ES 2.0 / Games for Android
- Open Office / Tools
- operating system
- about / Operating systems
- operating system (OS)
- about / Operating systems
- OS X operating system / iOS
P
- palettization / Sprites
- pan
- about / Pan
- Papa Sangre
- about / Headphones
- paper / Designer tools
- parallax motion
- about / The parallax motion
- PC
- about / Operating systems
- Peg Solitaire
- about / References
- URL / References
- Pencil project
- pencils / Designer tools
- people factor / The people factor – create opportunities for player competition, cooperation, performance, and spectacle
- personality, game designer
- PhoneGap
- URL / HTML5 games
- PhoneGap Build service / HTML5 games
- Photoshop / Software to create game graphics
- physics
- about / Coding departments
- physics programming
- about / Coding departments
- pinch
- about / Spread and pinch
- pitch document
- about / The pitch document
- game mechanics / The pitch document, Game mechanics
- tech / The pitch document, Tech
- importance / Importance of pitching
- game concept / Game concept
- designer resume / Team/Designer resume
- team resume / Team/Designer resume
- pitching / Importance of pitching
- pixels
- about / Pixels and vectors
- playback
- about / Playback
- PlayBook / Developing games for BlackBerry
- Player Experience (PX) / What makes games fun
- play time / Play time
- PNG
- about / Raster graphics
- Polygon Cruncher / 3D models
- polymorphism / Objects
- URL / Objects
- porting / Abstraction
- PowerPoint / Tools
- premium / Premium
- primitives / Main features of programming languages
- processing power / Processing power
- production management
- about / Skills for all!
- professional training
- about / Professional training
- programmer
- about / The programmer
- coding department / Coding departments
- knowledge / Learning to be a programmer
- reference link / Learning to be a programmer
- programmer, basic tools
- coding languages / The programmer's kit
- Integrated Development Environment / The programmer's kit
- Version Control Systems / The programmer's kit
- programming
- about / The practices of game design
- programming language
- features / Main features of programming languages
- libraries / Libraries
- abstraction / Abstraction
- implementation / Implementation
- usage / Usage
- Wiki URL / Usage
- C++ / C++
- protocol, Objective-C
- Pro Tools / Creating music and sound fx
- prototype
- defining / Defining the prototype
- building / Building the prototype
- testing / Testing the prototype
- fixing / Fixing the prototype
- about / Prototypes
- prototyping
- styles / Prototyping styles
- types / Types of prototyping
- benefits / Why prototype?
- dos and donts / What to avoid
- tools / Tools
- prototyping, styles
- horizontal prototype / Horizontal prototype
- vertical prototype / Vertical prototype
- prototyping, types
- disposable code / Disposable code
- reusable code / Reusable code
- prototyping process
- steps / Steps in the prototyping process
- prototype, defining / Defining the prototype
- prototype, building / Building the prototype
- prototype, testing / Testing the prototype
- prototype, fixing / Fixing the prototype
- psychology
- about / The practices of game design
Q
- Qualcomm Snapdragon CPU / Processing power
- quality assurance expert
- about / Skills for all!
- QuickTime / Videos in videogames
- QWERTY keyboard / BlackBerry
R
- randomization / Randomization
- rapid prototyping
- methods / Disposable code, Visual prototypes, Interactive prototypes
- tools / Tools for rapid prototyping
- rapid prototyping, methods
- imagination / Your imagination
- pencil and paper / Pencil and paper
- visual prototype / Visual prototypes
- interactive prototype / Interactive prototypes
- raster graphics
- about / Raster graphics, More on vectors and rasters
- JPEG / Raster graphics
- TIFF / Raster graphics
- RAW / Raster graphics
- GIF / Raster graphics
- BMP / Raster graphics
- PNG / Raster graphics
- RAW
- about / Raster graphics
- Real-time Strategy (RTS) / Feedback loops
- Real Time Strategy (RTS) game / Approaching user interface design
- Reaper / Creating music and sound fx
- references
- searching, for UI design / Search for references
- about / References
- reusable code / Reusable code
- Rolando
- about / Accelerometer
- rotate
- about / Rotate
- rough concept document / The basic game design process
S
- sample rate
- about / The sample rate
- scheduling
- about / Skills for all!
- schools of sound production
- about / Schools of sound production
- scoring system / Scoring system and achievements
- screen flow
- screen flow, UI design / The screen flow
- screen rotation / Screen rotation
- screenshot
- about / Screenshot
- screen size / Screen size
- screens relationship
- script game event
- programming / What engines can do
- scripting
- about / The practices of game design
- scripting languages
- about / The practices of game design
- scroll
- about / Scroll
- self-capacitance
- about / Touchscreens
- Senseye
- about / Eye tracking
- sensors
- about / Input technology
- Sensus
- about / Touch-enabled cases
- Shadow Cities
- URL / GPS
- Shiva 3D
- Sid Meyer
- Wiki URL / Tuning
- silhouette
- about / Silhouettes
- single tap
- about / Single–tap
- smartphone
- built-in devices / Built-in devices
- smartphones
- touchscreen gestures / Touchscreen gestures
- software / Designer tools
- used, for creating game graphics / Software to create game graphics
- about / Software
- software development kit (SDK) / Tools for rapid prototyping
- software development methodology
- Sonic Lighter
- about / Microphone
- sound designer
- about / The sound designer
- music, creating / Creating music and sound fx
- sound fx, creating / Creating music and sound fx
- basic equipment / Creating music and sound fx
- audio skills / Audio skills and tasks
- tasks / Audio skills and tasks
- schools of sound production / Schools of sound production
- audio personality / Audio personality
- reference link / Audio personality
- sound designer, basic equipment
- digital audio workstation (DAW) / Creating music and sound fx
- two track audio editor / Creating music and sound fx
- hard disk recorder / Creating music and sound fx
- sound libraries / Creating music and sound fx
- software / Creating music and sound fx
- Sound Forge / Creating music and sound fx
- about / Sound Forge/Sonic Foundry
- URL / Sound Forge/Sonic Foundry
- sound fx
- creating / Creating music and sound fx
- sound recording
- analog / Analog versus digital
- digital / Analog versus digital
- sample rate / The sample rate
- word length / The word length
- compression / Compression
- Space Invaders
- 3D model, importing / Tutorial part 1A – importing 3D models
- scene, setting up / Tutorial part 1B – setting up the scene
- players ship, implementing / The player's ship
- aliens, creating / The aliens
- firing, against aliens / Firing
- barriers, creating / The barriers
- players ship, reprising / The player's ship reprise
- details, refining / Refining the details
- GUI, adding / Adding a GUI
- audio effects, adding / Adding audio effects
- particle system effects, adding / Particle system effects
- spatial UI / UI in videogames
- spread
- about / Spread and pinch
- spread sheet
- using / Keeping things organized
- sprites / 2D graphic assets
- about / Sprites
- spritesheet / Sprites
- Start() function / The player's ship
- static memory allocation
- about / Memory management
- static typing / Main features of programming languages
- statistics / Statistics
- StoneTrip
- URL / Shiva 3D
- storyboarding / The basic game design process
- stress testing
- about / Aspects of game testing
- SVG
- about / Vector graphics
- Symmetry / Symmetry
- syntax, Java / Syntax
T
- target audience / Target audience
- target platform / Target platform and competitors
- team resume, pitch document / Team/Designer resume
- tech, Lilypads pitch document
- game features / Game features
- platform / Platform
- iPhone 4 platform / The iPhone 4
- game screen study / Game screen study
- list of assets / A list of assets
- tech, pitch document
- about / The pitch document, Tech
- screenshot / Screenshot
- technical writing
- about / The practices of game design
- termination, game program / Termination
- terrains / 2D graphic assets
- text editors / Designer tools
- textures
- about / More on textures
- textures / 2D graphic assets
- texturing
- about / Texturing
- theory of fun
- reference book / Raph Koster and Roger Caillois
- TIFF
- about / Raster graphics
- tiles, 2D graphic assets
- about / Tiles
- tileset / Tiles
- tilesets / 2D graphic assets
- tools, prototyping / Tools
- tools, rapid prototyping
- Game Maker / Tools for rapid prototyping
- Unity 3D / Tools for rapid prototyping
- Havoc Project Anarchy / Tools for rapid prototyping
- top quality engine
- about / Top-quality engines
- Unreal Engine / Unreal/UDK
- UDK / Unreal/UDK
- Torque 2D
- touch
- detecting, methods / Touchscreens
- touch, detecting
- mutual capacitance / Touchscreens
- self-capacitance / Touchscreens
- touch-enabled cases
- about / Touch-enabled cases
- touchscreen
- about / Input technology, Touchscreens
- touchscreen gestures
- about / Touchscreen gestures
- single tap / Single–tap
- double tap / Double–tap
- long press / Long press
- scroll / Scroll
- spread / Spread and pinch
- pinch / Spread and pinch
- pan / Pan
- flick / Flick
- multifinger tap / Multifinger tap
- multifinger scroll / Multifinger scroll
- rotate / Rotate
- transparency, game development
- tuning, mobile game
- strategies / Tuning strategies
- tuning, mobile game / Tuning
U
- UDK
- about / Unreal/UDK
- UI
- about / The user interface and HUD, The role of the user interface
- designing / Designing the UI
- creating, for game / What engines can do
- UI, videogame
- diegetic / UI in videogames
- non-diegetic / UI in videogames
- spatial / UI in videogames
- meta / UI in videogames
- UI design
- approaching / Approaching user interface design
- aesthetics / Aesthetics
- vector graphics / More on vectors and rasters
- rasters graphics / More on vectors and rasters
- icons, designing / Designing icons
- best practices / Best practices in UI design
- references, searching / Search for references
- screen flow / The screen flow
- functionality, defining / Functionality
- wireframe, creating / Wireframes
- button size / The button size
- main screen / The main screen
- testing / Test and iterate
- options / Evergreen options
- approach / Tuning strategies
- UI design, options
- multiple save slots / Multiple save slots
- screen rotation / Screen rotation
- calibration / Calibrations and reconfigurations
- reconfiguration / Calibrations and reconfigurations
- challenges / Challenges
- experiment / Experiment
- uncompressed
- about / Uncompressed
- Unity 3D
- about / Unity 3D, Tools for rapid prototyping
- URL / Tools for rapid prototyping
- Unity 3D tutorial
- Space Invaders / Unity3D Tutorial – part 1, Unity3D tutorial – part 2, Unity 3D tutorial – part 3
- summary / Unity 3D tutorial summary
- Unreal Engine
- about / Top-quality engines, Unreal/UDK
- Update() function / The player's ship
- user interface
- about / Coding departments
- UV Mapping
- about / UV Mapping
- URL / UV Mapping
V
- vector graphics / Vectors
- about / Vector graphics, More on vectors and rasters
- CGM / Vector graphics
- SVG / Vector graphics
- DXF / Vector graphics
- vectors
- about / Pixels and vectors, Vectors
- Version Control Systems
- about / The programmer's kit
- vertical prototype / Vertical prototype
- videogame
- UI / UI in videogames
- videogames
- videos, creating / Videos in videogames
- videos
- creating, techniques / Videos in videogames
- Visio / Tools
- visual prototype
- about / Visual prototypes
W
- WesleyFG
- URL / Tiles
- Wide Video Graphics Array (WVGA) / Games for Android
- Windows Phone
- about / Mobile operating systems, Windows Phone
- Store / Windows Phone Store
- apps, developing with / Developing apps with Windows Phone
- game developing, with XNA / Developing a game for Windows Phone with XNA
- URL, for developing apps / Developing a game for Windows Phone with XNA
- Windows Phone Emulator 8 / Developing apps with Windows Phone
- Windows Phone SDK / Developing apps with Windows Phone
- Windows Phone SDK 8.0 / Developing apps with Windows Phone
- Windows Phone Store
- about / Windows Phone Store
- wireframe
- creating, for UI design / Wireframes
- word length
- about / The word length
X
- Xcode
- about / Xcode, Xcode
- using / Using Xcode
- XNA
- about / Developing apps with Windows Phone
- used, for developing game / Developing a game for Windows Phone with XNA
Z
- ZBrush / 3D models
- Zbrush
- about / Software to create game graphics
- Zoom Zoom
- about / Microphone