Game Studio Starter Kit
Game Studio Starter Kit
About the Bundle
Start your own Game Studio for passive or secondary income! This bundle shows you how to develop product and project management in the gaming industry from my 23 years of experience. You'll learn how to quickly build game prototypes in any genre, launch, and then distribute your games. You'll also have 16+ popular game genres to choose for your product line with 19 subgenres to to expand upon. Learn how to capture various game industry market shares.
About the Books
Phaser Game Design Workbook
Game Product Management for the Phaser v2.x.x & v3.5+ Gaming Frameworks (6th Edition)
Large Print Edition. This is a different book format from previous edition for Phaser JS Gaming Development -- unlike anything you have seen. It is now a part of the Game Studio Start-up Series leading you into building a secondary source of income from game development and production. As I create a generic game in both Phaser.js v2.x.x and v3.16+ frameworks, you develop your own game by simply following and translating my easy concepts into your own game design. When you complete this workbook, unlike other game development books, you will have your own game, not a carbon-copy of the author's.
This workbook is divided in several parts of bundled chapters! For example, if you have never created an online game in HTML5 and JavaScript, you might like to read the Introduction and Part I (Chapters 1 to 7 ), while a seasoned game developer might start with Part II, III, Iv and V (chapters 8 through 14) and scan all the Appendices. If you're a seasoned Business Consultant or Product/Project Manager, I'm certain you'll be interested in the upcoming trends in the gaming industry (Part V "IoT"). The workbook's appendices are a resource dictionary of available books, and FREE open-source assets. Each chapter guides you in my decisions & design processes of "Extreme Programming" project management; you will discover why I chose various business and software outcomes -- all of this, in well-commented source code files in both versions v2.x.x and v3.16+ (external to the book's content and found in your LeanPub Library).
In summary, you'll complete your own exciting game, in your selected genre, using either free open-source Phaser JavaScript Frameworks v2.x.x or v3.16+, and other JavaScript tools by following this step-by-step product management workbook. The power of Phaser JavaScript Frameworks are exposed for your product development. Bonus Content available conveniently in your LeanPub Library or from this book's website.
Phaser Game Prototyping
Building 100s of games using HTML5 & Phaser.js Gaming Frameworks (6th Edition includes v2.x.x & v3.24+)
This large print workbook is the 6th 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, v3.16+ and any 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.
- Part I demonstrates basic game mechanisms and components from the Phaser JS 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 , reusable components, and the supporting tools to manage further game production. You’ll have a game character’s visual and its meta descriptions. Learn to control your avatar through either the keyboard, mouse, or touch-screen interfaces. Develop game environments, create game scene migrations and then learn how to use collision detection within a standard game loops. Build dynamic menu response system,and an interactive game world.
- 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 within 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 3D and WebXR games too. You’ll discover how to develop games and multi-level isometric scenes using existing features in Phaser v3.13+. 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 your skills from Phaser v2.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 comments 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.

1 reader testimonial
Phaser III Game Starter Kit Collection
16+ Classic Game Mechanics using Phaser.js III Gaming Framework.
Start your own Game Studio!
- 33 General Game Licenses are included in this book - a savings of $1,980 if purchased separately!
Phaser III Game Starter Kit Collection (6th Edition) is a hands-on guide for making browser games using Phaser version 3.16+ Gaming Frameworks. You may also purchase these chapters individually which includes both v2.x.x and v3.16+. This collection delves into 16+ greatest classical and popular game mechanics with 19 sub-genres (for a total of 35!). All are written in a fun and friendly style with completed projects and open-ended exercises that encourage you to build and include your own game assets and features. You’ll also download supporting tools to classify the book’s snippets and add your own modification. Phaser Game Starter Kit Collection (a sister volume to this one exclusively for Phaser v2.x.x) is similar to this book's Part II.
Phaser III Game Starter Kit Collection contains several sections. It starts with
- Part I is an Introduction into the Game Design System™, game perspective, modes, genres, workstation set-up, an introduction to "headless game design", and generation tools.
- Part II demonstrates basic game mechanics and mechanisms using Phaser JavaScript Gaming Framework. Each chapter is a separate game mechanic for Phaser III in this volume! This is a reference book; simply turn to the chapter of the game you'd like to create. In a matter of hours, you will have a working game prototype for that game mechanics using the Game Design System™ -- fully explained in the Phaser III Game Design workbook (new 6th edition). You'll then add your own artwork and any additional game features; then over the next few days, you'll have your own completed game ready to deploy in the "apps" stores. You might consider this a joint effort: I am your game programmer and you are the game designer, artist, and marketer.
- Part III is a massive collection of 59+ Flash ActionScript games just waiting for you to transpile from ActionScript 2/3 into Phaser III. There's also several chapters on converting older Phaser v2.x.x into the new Phaser III API!
You’ll find detailed working examples, with dozens of illustrations and many concepts you can freely apply to your own gaming projects. All the source code annotations are enhanced through the book’s explanation.
If you prefer, you can buy individual chapters - sold separately on LeanPub.com or Amazon.com
What you’ll learn:
By the end of this workbook, you’ll have integrated into your own bespoke game designs:
- Step-by-step methods concerning older Phaser v2.x.x into v3.16+ conversions.
- Built "future-proof" and flexible game architecture.
- Used the Game Design System™ which creates Game Recipes™. from automated tools.
- Adopted processes for business project management and agile software development.
- Organized a standardized file structure for general game developments;
- Used a blank game template to scaffold further game projects;
- Converted and adopted new upcoming changes in Phaser III API.
- Managed groups and layers of game objects with Phaser III;
- Imported resources and game assets;
- Displayed, animated and moved game avatars on various screen renderings;
- Managed groups of game objects;
- Incorporated sound effects (sfx) and theme music across various game scenes;
- 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;
- Incorporated sound and graphics effects (sfx, gfx);
- Created and managed various game phase deployments (CMS, SWPA, & PWA);
- Managed permanent game assets across game phases and scenes;
- Optimized your games for various mobile devices;
- Integrated several 3rd-party scripts and services.
Who This Book Is For:
Students of -- and professionals in -- "game art and animations" with some experience in HTML5 and JavaScript who want to enhance -- or begin learning the essential techniques of game programming skills in Phaser's III JavaScript Gaming Framework. If you are interested in making browser games, especially for the mobile market, then Phaser III Game Starter Kit Collection is a perfect choice.
Bonus Content:
- Free Affiliate Guide
- Game Developers Certification Course (a FREE course valued at $19.99!)
The Leanpub 45-day 100% Happiness Guarantee
Within 45 days of purchase you can get a 100% refund on any Leanpub purchase, in two clicks.
See full terms
Free Updates. DRM Free.
If you buy a Leanpub book, you get free updates for as long as the author updates the book! Many authors use Leanpub to publish their books in-progress, while they are writing them. All readers get free updates, regardless of when they bought the book or how much they paid (including free).
Most Leanpub books are available in PDF (for computers), EPUB (for phones and tablets) and MOBI (for Kindle). The formats that a book includes are shown at the top right corner of this page.
Finally, Leanpub books don't have any DRM copy-protection nonsense, so you can easily read them on any supported device.
Learn more about Leanpub's ebook formats and where to read them
Top Books
C++20
Rainer GrimmC++20 is the next big C++ standard after C++11. As C++11 did it, C++20 changes the way we program modern C++. This change is, in particular, due to the big four of C++20: ranges, coroutines, concepts, and modules.
The book is almost daily updated. These incremental updates ease my interaction with the proofreaders.
A Guide to Artificial Intelligence in Healthcare
Dr. Bertalan MeskoCan we stay human in the age of A.I.? To go even further, can we grow in humanity, can we shape a more humane, more equitable and sustainable healthcare? This e-book aims to prepare healthcare and medical professionals for the era of human-machine collaboration. Read our guide to understanding, anticipating and controlling artificial intelligence.
Atomic Kotlin
Bruce Eckel and Svetlana IsakovaFor both beginning and experienced programmers! From the author of the multi-award-winning Thinking in C++ and Thinking in Java together with a member of the Kotlin language team comes a book that breaks the concepts into small, easy-to-digest "atoms," along with exercises supported by hints and solutions directly inside IntelliJ IDEA!
Introducing EventStorming
Alberto BrandoliniThe deepest tutorial and explanation about EventStorming, straight from the inventor.
C++ Best Practices
Jason TurnerLevel up your C++, get the tools working for you, eliminate common problems, and move on to more exciting things!
Ansible for DevOps
Jeff GeerlingAnsible is a simple, but powerful, server and configuration management tool. Learn to use Ansible effectively, whether you manage one server—or thousands.
Everyday Rails - RSpecによるRailsテスト入門
Junichi Ito (伊藤淳一), AKIMOTO Toshiharu, 魚振江, and Aaron SumnerRSpecを使ってRailsアプリケーションに信頼性の高いテストを書く実践的なアドバイスを提供します。詳細で丁寧な説明は本書のオリジナルコンテンツです。また、説明には実際に動かせるサンプルアプリケーションも使用します。本書は2017年版にアップデートされ、RSpec 3.6やRails 5.1といった新しい環境に対応しています!さあ、自信をもってテストできるようになりましょう!
The Hundred-Page Machine Learning Book
Andriy BurkovEverything you really need to know in Machine Learning in a hundred pages.
Composing Software
Eric ElliottAll software design is composition: the act of breaking complex problems down into smaller problems and composing those solutions. Most developers have a limited understanding of compositional techniques. It's time for that to change.
R Programming for Data Science
Roger D. PengThis book brings the fundamentals of R programming to you, using the same material developed as part of the industry-leading Johns Hopkins Data Science Specialization. The skills taught in this book will lay the foundation for you to begin your journey learning data science. Printed copies of this book are available through Lulu.
Top Bundles
- #1
Software Architecture for Developers: Volumes 1 & 2 - Technical leadership and communication
2 Books
"Software Architecture for Developers" is a practical and pragmatic guide to modern, lightweight software architecture, specifically aimed at developers. You'll learn:The essence of software architecture.Why the software architecture role should include coding, coaching and collaboration.The things that you really need to think about before... - #2
All the Books of The Medical Futurist
6 Books
We put together the most popular books from The Medical Futurist to provide a clear picture about the major trends shaping the future of medicine and healthcare. Digital health technologies, artificial intelligence, the future of 20 medical specialties, big pharma, data privacy, digital health investments and how technology giants such as Amazon... - #3
Cisco CCNA 200-301 Complet
4 Books
Ce lot comprend les quatre volumes du guide préparation à l'examen de certification Cisco CCNA 200-301. - #4
Linux Administration Complet
4 Books
Ce lot comprend les quatre volumes du Guide Linux Administration :Linux Administration, Volume 1, Administration fondamentale : Guide pratique de préparation aux examens de certification LPIC 1, Linux Essentials, RHCSA et LFCS. Administration fondamentale. Introduction à Linux. Le Shell. Traitement du texte. Arborescence de fichiers. Sécurité... - #5
Learn Git, Bash, and Terraform the Hard Way
3 Books
Learn Git, Bash and Terraform using the Hard Way method.These technologies are essential tools in the DevOps armoury. These books walk you through their features and subtleties in a simple, gradual way that reinforces learning rather than baffling you with theory. - #6
PowerShell
3 Books
Buy every PowerShell book from Adam Bertram at a 20% discount! - #7
Software Architecture and Beautiful APIs
2 Books
There is no better way to learn how to design good APIs than to look at many existing examples, complementing the Software Architecture theory on API design. - #8
9 Books-Bundle: Shut Up and Code!
9 Books
"Shut up and code." Laughter in the audience. The hacker had just plugged in his notebook and started sharing his screen to present his super-smart Python script. "Shut up and code" The letters written in a white literal coding font on black background was the hackers' home screen background mantra. At the time, I was a first-year computer... - #9
CCDE Practical Studies (All labs)
3 Books
CCDE lab - #10
Modern C++ by Nicolai Josuttis
2 Books