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Book Summary InformationAuthor: Brian Greenstone, Jamie Gotch, Joachim Bondo, Matthew Aitken, Michael Kasprzak, Mike Lee, Olivier Hennessy, PJ Cabrera, Richard Zito Edition: Paperback Audio: English (Unknown); English (Original Language); English (Published) Published: 2009-06-29 ISBN: 1430219688 Number of pages: 280 Publisher: Apress Product features: - ISBN13: 9781430219682
- Condition: USED - Very Good
- Notes: 100% Satisfaction Guarantee. Tracking provided on most orders. Buy with Confidence! Millions of books sold!
Book Reviews of iPhone Games Projects (Books for Professionals by Professionals)Book Review: Grab bag of iPhone game dev Summary: 4 Stars
In the past, I have worked on game development projects on PC, xbox360, ps2, ps3 and Wii. Like many developers these days, I'm 'dipping my toes in the water' with casual iPhone game dev.
What I liked about this book:
First, the best thing about this book, and really what makes it worthwhile, is that it's written by people that are actually making their livelihood by developing games on the iPhone. So the advice is all very concrete, practical and the examples all come from the real world.
The technical advice ranges from very general stuff, to moderately technical. Often the advice is worthwhile to casual game dev in general, but not specific to iPhone.
The chapters that did provide code samples or downloads were very useful, and the code was good, real-world examples. The chapters tended to illustrate a particular tip or trick, which could be very helpful if that was something useful to you, but might be completely useless if not. For example, if (like myself) you are hoping to write games in C/C++ (mostly) that can be released on both iPhone and desktop, then the chapter on cross platform development is extremely helpful. But if you are targeting iPhone only, it's not very relevant.
Also, the quality of the book was very good, with full color illustrations throughout.
What I didn't like:
Calling this "Projects" is very misleading. Very few examples are 'projects', i.e. walking you through a tutorial-style project that you can recreate. If you are familiar with the "Game Programming Gems" series, then this book is much closer to that -- a collection of tips, tricks and techniques from practitioners.
Some of the advice (for example, the "Design Doc" chapter, or the "Interface Design" one) is good advice for game development, but not particularly specific for the iPhone. If you are familiar with the process of game development on another platform, a lot of this will be familiar advice.
In particular, I was disappointed not to see much discussion of the iPhone's unique input features like the accelerometers and multi-touch.
Overall, this is a good book but it has a bit of an identity crisis. Some of the articles are fairly technical, while others are appropriate for beginners (or even non-programmers "game designers"). There's a little something for everyone in here, but the flip side of that means that there will probably be a few chapters that you could live without.
Summary of iPhone Games Projects (Books for Professionals by Professionals)One look at the App Store will show you just how hot iPhone games have become. Games make up more than 25 percent of all apps, and more than 70 percent of the apps in the App Store's Most Popular category. Surprised? Of course not! We've all filled our iPhones with games, and many of us hope to develop the next bestseller. This book is a collection of must-know information from master independent iPhone game developers. In it, you'll discover how some of the most innovative and creative game developers have made it to the pinnacle of game design and profitability. This book is loaded with practical tips for efficient development, and for creating compelling, addictive gaming experiences. And it's not all talk! It's supported with code examples that you can download and use to realize your own great ideas. This book's authors are responsible for some of the all-time most popular and talked-about games: - Brian Greenstone developed Enigmo and Cro-Mag Rally.
- Aaron Fothergill developed Flick Fishing.
- Mike Lee developed Tap Tap Revolution, the most downloaded game in App Store history.
- Mike Kasprzak's Smiles was a finalist in the IGF 2009 Best Mobile Game competition.
- PJ Cabrera, Richard Zito, and Matthew Aitken (Quick Draw, Pole2Pole); Joachim Bondo (Deep Green); and Olivier Hennessy and Clayton Kane (Apache Lander) have received glowing reviews and accolades for their games.
Pair iPhone Games Projects with Apress's best-selling Beginning iPhone Development: Exploring the iPhone SDK, and you'll have everything you need to create the next game to top the sales charts. What you?ll learn - How to optimize games using iPhone SDK tools such as Instruments and Shark, and how to optimize your graphics and sound files for the best performance
- Insight into the art and craft of game design
- How to implement social networking in your game with RESTful web services
- Tips on rapid game development with C on iPhone
- How to increase your market by developing games that run on iPhone, Mac OS X, Linux, and Windows
- How to create multi-player iPhone games
Who this book is for All iPhone game developers, and anyone with an iPhone who wants to learn how games are made. Table of Contents - Simplify the User Interface for Complex Games: Chess, the Deep Green Way
- Responsive Social Gaming with RESTful Web Services
- Rapid Game Development Using (Mostly) Standard C
- Brian Greenstone?s Jedi Master List for Game Optimization
- Starting with a Game Design Document: A Methodology for Success
- Multiplatform Game Development: iPhone Games for Linux and Windows
- Code Optimization with Mike Lee, the ?World?s Toughest Programmer?
- Networked Games: Choosing the Right Option
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