Phaser Game Prototyping
Phaser Game Prototyping (The Book (only))
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Phaser Game Prototyping

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Completed on 2020-06-26

About the Book

This workbook is the new 5th edition a hands-on tutorial guide for Game Prototype creations using Micro-services and component object programming with an emphasis on Phaser v2.x.x, CE, and other JavaScript Gaming Frameworks. 

Phaser Game Prototyping is a hands-on guide for making browser games using Phaser's official, CE (community edition) JavaScript Game Frameworks. Master the important skills and techniques you need for Phaser using our unique component object programming. This book delves into many of the great classic game mechanisms and design mechanics techniques. All written in a fun and friendly style with completed projects and open-ended exercises that encourage you to build your own game projects. You'll also download supporting tools to classify the book’s snippets and add your own modification.


Phaser Game Prototyping Part I demonstrates basic game mechanisms and components from the Phaser JavaScript Game Framework using the OLOO paradigm. It starts by showing you how you to build game mechanisms in any Phaser version! By the end of Part I, you’ll have a complete, fully-functional Game Prototype and reusable components and the supporting tools to manage further game production. You’ll have a game character’s visual and meta descriptions, learned to control your avatar through the keyboard, mouse, or touch-screen interfaces, developed a game environment, created game scene migrations and then learned how to use collision detection within standard game loops, built dynamic menu response system, to build an interactive game world. 


Phaser Game Prototyping Part II demonstrates how to connect all your new game prototypes and components into various game mechanics using the raw power of native JavaScript OLOO. What I show you will open the pathway to building a game within a month or even 7-days! This is not hipe; I eat my own dog food and have pushed game prototypes out for final artwork in 7 days. You’ll learn to make RPG maze games, code 6 different combat systems, develop heads-up displays (HUD) that are both internal to and outside of the Phaser canvas, apply 6 different artificial intelligence systems, create tiled-maps with the Phaser features, and other fast-paced actions that cover all the popular game perspective of 2D and 2.5D gaming. I'll reveal what I'm doing with Phaser and 3D games too. You’ll discover how to develop games and multi-level isometric scenes using existing features in Phaser v2.x.x. All these techniques and supporting source code are explained in an easy-to-understand manner for game designers to gain new skills or simply update their skills in either version 2.x.x.

You’ll find detailed working examples on the book's website with dozens of illustrations and many concepts you can freely apply to your own gaming projects. All the source code annotations enhance the book’s explanation. 


What you’ll learn:

  • By the end of this workbook, you’ll have integrated into your own game designs:
  • Adopted processes for business project management and agile software development.
  • Organized a standard file structure for developing games in general;
  • Used a blank game template to scaffold further game projects;
  • Imported resources and game assets;
  • Displayed, animated and moved game avatars on various screen renderings;
  • Managed groups of game objects;
  • Deployed heads-up display (HUD) on game scenes both inside and outside the canvas;
  • Used customized web fonts;
  • Incorporated multiple game-inputs (touch, multi-touch, accelerometer, mouse, and keyboard);
  • Rendered several physics systems;
  • Included graphics effects (gfx) (particle systems, rotations, fades, shaders and more);
  • Created and managed game state-phases;
  • Managed permanent game assets across state-phases;
  • Optimized your game for various mobile devices;
  • Integrated 3rd-party scripts and services;
  • Deploy single-player games.
  • Web Sockets demystified for scalable massive online game deployments.

Who This Book Is For:

Students -- and professionals in -- game development with some experience in HTML5 and JavaScript who want to enhance -- or begin learning the essential techniques of -- Phaser v2.x.x JavaScript skills. If you are interested in making browser games, especially for the mobile market, then Phaser Game Prototyping is a perfect choice.

About the Author

Stephen Gose
Stephen Gose

Avatar is an adorable cartoon sketch of my wife. 42nd anniversary this Sept 1!

Stephen Gose, Ph.D. Information Systems (honorary) (and second-generation German) is a retired Professor Emeritus with a 40-year career as a certified network engineer, and "Certified Cisco Academy Instructor" (CCAI) since 2002. He is listed in the Who's Who for Information Technology for his directly-related work for the Internet backbones found in the Caribbean, Netherlands, Israel, and Russia. He was awarded "Letters of Appreciation" from AT&T, the German, Israeli, Dutch, and Russian Governments. Steve has nearly three decades of international "teaching and conference lecturing" in both Local-Area and Wide-Area Networks, network security, Internet backbones, software engineering, and program/project management. He is a retired US Army Signal Corps Officer. He earned, in 2014, the ITT Technical Institute's "Instructor of the Year" out of 8,000 instructors across 144 campuses throughout the USA. 

He graduated from Grand Canyon University with his first B.A. in Religions and Music Education, then a B.S. in Business Admin. from the University of Maryland and an M.B.A in International Management from Liberty University. He is currently pursuing his Th.D. He has served as a licensed minister since 1972 and as a missionary to Okinawa, Japan. He earned the US Army Chaplains Outstanding service award in 1983. 

In his spare (?) time, Steve enjoys creating online casual games and managing his online gaming business. 

My driving theme: "Always stay humble and kind"

His personal website is:

His game showcase is:

His theology website:

Game Support Site:

Review my profile on


The Book (only)

Special pre-release discounted price. DOES NOT INCLUDE BONUS CONTENT. 507+ pages, Game Prototype guide (only).


  • extras
    Free Affiliate Guide

    Learn how to use this document and leverage revenues in our Gaming Community.

  • English

  • PDF

  • EPUB

  • MOBI

  • WEB

Minimum price
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The Book with Bonus Content

515+ page, Game Prototyping guide focused on Phaser JavaScript Framework in standard JavaScript and ES6, Phaser versions 2.x.x and 3.x. Bonus! Content: Free Affiliate Guide, 300+ page bonus content (1,508 resource files; 310+MB (uncompressed)). Total of 815+ pages! All chapters with complete source code available on the supporting book's website Bonus Content: 232 MB (20171216 - zipped)


  • extras
    Free Affiliate Guide

    Learn how to use this document and leverage revenues in our Gaming Community.

  • extras
    Book 2D Rooms Creation (66 files; 17.2 MB)

    Following the book examples of generating Room Movement table with 2D arrays. (66 files; 17.2 MB

  • extras
    Book Artificial Intelligence (73 files; 3.91 MB)

    A*Star path finding for Phaser.

  • extras
    Book Back-end server-side middleware for ARRA (91 files; 1.94 MB)

    Two website back-ends to support ARRA games in ASP and PHP (91 files; 1.94 MB)

  • extras
    Book Bonus Games Source Code (416 files; 58 MB on disk)

    The book describes several games beyond ARRA rv_8 and rv_15. Here is the collection of software code for those bonus games. (416 files; 58 MB on disk). Life-Time licenses included a value of $180.

  • extras
    FREE Amazon Rule Book (2 files; 3.35 MB)

    Legends of Renown Deeds rule book (Amazon edition - $2.99) - an active online RPG since 1993!

  • extras
    Book Labyrinth Generators Source Code (32 files; 4.02 MB)

    various methods to generate dynamic mazes in JavaScript, C/C++, and Java. Content includes a rare and hard to find a document of Jamis Buck.

  • English

  • PDF

  • EPUB

  • MOBI

  • WEB

Minimum price
Suggested price

Reader Testimonials

Melody Romero
Melody Romero

International Children Games

I bought your book Phaser Game Prototyping. I loved it, I even managed to understand how javascript worked thanks to his explanation. With some university colleagues, we want to develop games to include children with specific learning difficulties starting in Chile. Thank you very much for your work Melody Romero Desarrollador de software en Imagoos Chile

Table of Contents

    • Distribution Permission
      • Viewing this e-Book
    • Disclaimer
    • Forwards
    • About this Workbook:
      • Disclosures
    • Workbook Content:
    • Our References:
    • Book formatting:
    • Who This Book Is For:
      • Tweet This Book!
    • Your newly obtained skills…
    • Bonus Content (4th Edition)
      • Table of Contents
    • Game Design System™ Recipes:
  • Part I - Concept & Design
    • 1 Game Studio & Project Setups
      • 1.1 Workstation Setup
        • Batteries not included … Web Server Required
        • Development Tools
      • 1.2 Project Setup
        • Deeper Dive: Project Data Structure
        • Deeper Dive: And its name shall be called …
        • Project Directories & Files
      • 1.3 Game Project Preparations
        • What makes a Good Game?
      • 1.4 Preparing a “Game Recipe™”
        • What are you making?
        • What technology will you use?
        • What features are included?
        • What features are mandatory?
        • How will you encode it?
        • Design Architecture: “Oh! Oh!”
        • Design Architecture: “Top-down”
        • Design Architecture: “Bottom-up”
        • “Oh! Oh!” vs. Top-Down vs. Bottom-Up
        • What’s your time-line?
        • Are you ready?
      • 1.5 Game Recipe™ Summarized:
        • Development:
        • Design:
        • Encoding:
      • 1.6 Summary
      • 1.7 Chapter References:
    • 2 Building a Game Launch Pad
      • 2.1 Example: Box Graphics Prototypes
      • 2.2 Creating Prototype Mechanisms — 4-Step method
      • 2.3 Game Recipe™ Step #1) the Front-Door
        • Task #1-1 Instructions:
        • Compare your code
        • Mobile Single Web Page Applications
      • 2.4 Task #2: Launching a Game
        • Launching a Phaser v2.x.x Game
        • Deeper Dive: Launching the Game.
        • Deeper Dive: Optional Game Config
        • Deeper Dive: To Infinity and Beyond!
      • 2.5 Summary
      • 2.6 Chapter References:
    • 3 Building Game Phases, States & Roses.
      • 3.1 Step #1 of 4) Generate a game phase
        • Deeper Dive: D.R.Y. Stand-alone
        • Deeper Dive: The CMS Game Shell
        • Deeper Dive: When to use the game shell model
      • 3.2 Bare Bones Prototypes
        • Inside a Game Phase
      • 3.3 Deeper Dive: “Phaser Essential Functions”
      • 3.4 Game Phase Prototypes
        • ES6 Considerations: Strawberry
        • Deeper Dive: Defining Other Game Properties
      • 3.5 Game Phases as Modules
        • Deeper Dive: ES9 Modules
        • “Phaser.Game” — One File to Rule them all …
        • Main.js
        • Boot.js
        • Preload.js
        • Deeper Dive: Security
        • Deeper Dive: Cache
        • Deeper Dive: Loader Examples
        • Splash.js or Language.js?
        • Menu.js
        • Play.js
        • Deeper Dive: JS Modules
      • 3.6 Summary
      • 3.7 Chapter References:
    • 4 Building Game Prototypes, Mechanisms & Tools
      • 4.1 Task #3: Mini-Me
        • Creating an Avatar (the visual display)
        • Deeper Dive: Sprite Visuals
        • Creating an Avatar (the metadata)
      • 4.2 Task #4: Moving Game Elements
        • Deeper Dive: Configuring the Keyboard
        • Deeper Dive: Adding Buttons & Mobile Touch
      • 4.3 Task #5: Things that go bump …
        • Doors, Knobs and Buttons
        • Deeper Dive: Button size considerations
        • Walls
        • Interior Decoration
      • 4.4 Task #6: When Worlds Collide …
      • 4.5 Other Game Mechanism Categories
      • 4.6 The Finish Line: You’re AWESOME … Gloat, Gloat …
      • 4.7 Game Recipe™ Automation Tool
        • Database Protection Considerations
        • Database Schema Construction (Copyright-able!!)
        • Remote Codebase Using AppML
        • Building an AppML application
        • Sample AppML codebase
        • Remote codebase Using JSON
        • Per-user storage
      • 4.8 Chapter Source Code & Demo
      • 4.9 Summary
      • 4.10 Chapter References
  • Part II - Mechanisms into Mechanics
    • 5 Game Mechanics & Systems
      • 5.1 Game-Play vs Game Mechanics vs Game Mechanism
      • 5.2 Game Mechanics (GM)
        • Game Mechanics Suggested by Schell
        • Actions Game Mechanics:
        • Attributes, Objects, & States Game Mechanics:
        • Deeper Dive: Game Phases Revisited
        • Deeper Dive: StateManager
        • Chance Game Mechanics:
        • Rules Game Mechanics:
        • Deeper Dive: Rules
        • Deeper Dive: Rule Categories
        • “Skills” Game Mechanics:
        • “Space” Game Mechanics:
      • 5.3 Phaser v2.x.x API into Game Mechanics (GM)
      • 5.4 Game Design System™
        • How it works
      • 5.5 Game Genres
        • Deeper Dive: Game Genres
        • Deeper Dive: Game Modes
      • 5.6 Summary
    • 6 Dem’s fightin’ words
      • 6.1 Dynamic Combat Menus
      • 6.2 So, Give Me Some Space …
        • Melee Weapons
        • Ranged Weapons
      • 6.3 OO!, OW! AH!, OW! Stayin’ alive! Stayin’ alive!
        • Grid-less Combat
        • Grid-ed Combat
      • 6.4 Tactical Tiled-Maps
        • Squares and Checkered Grids
        • Hexagonal Grids
        • Squishes
      • 6.5 Rules of Engagement: Take 5 paces, turn and …
        • Been there … done that …
      • 6.6 “Where’s the beef?”
        • Click-fest
        • Guitar hero - Time to get it Right!
        • Days of our Lives - Drama Theater
        • SCA Virtual Fighter Practice by Steve Echos
        • En Guard method
        • Yeap! Ya betcha’ ‘ur life!
      • 6.7 Story narrative
      • 6.8 Frisking, Fondling or Groping
      • 6.9 Chapter Source Code
      • 6.10 Complete Combat Prototypes
      • 6.11 Summary
      • 6.12 Footnotes
    • 7 Whazzz-sUP! …. HUD Development
      • 7.1 HUD Housing Development
      • 7.2 HUD as Panels
      • 7.3 HUD Panels outside the Canvas?!?
      • 7.4 Play HUD Demo Here
      • 7.5 Summary
      • 7.6 Footnotes
    • 8 Don’t make me think or “Artificial Intelligence for Dummies”
      • 8.1 The “6 of 9”
      • 8.2 Chasing
      • 8.3 Evading
      • 8.4 Patterns
      • 8.5 Fuzzy logic
      • 8.6 Finite State Machines (FSM)
        • FSM Resolving Combat Outcomes
        • FSM Resolving AI behaviors
      • 8.7 Recursive World Feedback
        • Probability Data Tables
      • 8.8 Complete AI Prototypes
      • 8.9 Chapter Source Code
      • 8.10 Summary
      • 8.11 Footnotes
    • 9 Common Pitfalls
      • 9.1 Lacking Debugging Tools?
        • Deeper Dive: Console Commands
      • 9.2 Same “Name-spaces”
      • 9.3 Callbacks
      • 9.4 Missing Documentation
        • Deeper Dive: What is Dragon Speak
  • Part III - Next Step … Distribution!
    • 10 Distribution Preparation: Your Game Product
      • 10.1 Development vs. Production
      • 10.2 Create A Game Pipeline
      • 10.3 Preparing for Mobile Deployment
      • 10.4 Chapter References:
    • 11 Marketing Channels Deployment
      • 11.1 Channel Selection
      • 11.2 What do I need?
      • 11.3 Targeting Markets with the “Tower of Babel”
      • 11.4 Channel Preparations
      • 11.5 Generating a Profit
        • In-Game Purchases
        • Advertising
        • Partnerships & Sponsors
        • Retail
        • Billing
        • Data
        • Player Interactions
        • Paraphernalia Merchandising
      • 11.6 Chapter Reference
  • Part IV - Project Walk-through
    • 12 Making your first platform game
    • 13 Phaser Game Design Course - Break Out!
    • 14 Blood Pit and Blood Pit II
    • 15 Phaser v2.x.x Game Prototype Library
    • 16 No Cluedo? No “Clue”? Want some?
      • 16.1 Bonus Clue-style Game: Kiko Escapes!
      • 16.2 Kiko Escapes - About the Game
      • 16.3 How to play -
    • 17 Ruins of Able-Wyvern™
      • 17.1 Source Code is here (online)
      • 17.2 Online Live and Book Demonstrations:
    • 18 Ruins of Able-Wyvern (rv_8)
      • 18.1 Tile-Maps are Dead! Long live … Say what?
      • 18.2 Separation of Concerns
        • Why should I care … put a “SoC” in it!
      • 18.3 Cataloging the Game World
        • Fixed Generation (2D Frutti)
        • To infinity and beyond …
        • Fixed-Grid with Dynamic Rooms (2D Frutti with sprinkles)
      • 18.4 Trickle Down - Wealth distribution
      • 18.5 Population Control
      • 18.6 Complete Movement Tables
      • 18.7 Chapter Source Code
      • 18.8 Summary
      • 18.9 Footnotes
    • 19 Ruins of Able-Wyvern (2.5D)
      • 19.1 … just another Pretty Face?
      • 19.2 Exhale; Inhale; … out with the old, in with the new.
      • 19.3 Summary
    • 20 ARRA: The Campaign
      • 20.1 As above, so below … Multi-level Gaming!
      • 20.2 And so the journey begins …
      • 20.3 Chapter Source Code is here
      • 20.4 Chapter Demo
      • 20.5 Summary
    • What’s next?
      • Game Distribution & Marketing
        • Introduction: 8-Step Deployment Method.
      • Book Review Protocol
      • Tell the world about your game!
  • Appendix
    • Appendix: Making Phaser 3D Games!
    • Appendix: Phaser Plugins
    • Other resources:
    • Selling your Game Assets
  • Notes

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