Kiwi Game Design Workbook (Book (only))
Minimum price
Suggested price

Kiwi Game Design Workbook

Game development guide using HTML5 & JavaScript Game Frameworks

About the Book

This is a different book format for game development -- unlike anything you have seen.  As I create a generic game in html5 using Kiwi.js Game framework, 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 into two parts of bundled chapters! For example, if you have never created an online game in html5 and JavaScript, you might like to read Part I (Chapters 1 through 3), while a seasoned game developer might start with Part II (chapters 4 through 8) and scourer the appendix. The workbook's appendix is a resource dictionary of available books, and open-source FREE assets on the Internet. Each chapter guides you in my decision/design process ("agile" project management); you will discover why I chose various business and software outcomes -- all of this, in well-commented source code files (external to the book's content), so you can convert into your own production pipeline.

In summary, you complete your own exciting game in your selected genre using your own game mechanics with free open source Kiwi  JavaScript Gaming framework and other 3rd-Party JavaScript tools following this step-by-step workbook. The power of the Kiwi JavaScript Framework is yours.

  • Share this book

  • Categories

    • Project Management
    • HTML
    • JavaScript
    • ES6
    • Web Development
    • Gaming
    • Education
    • Crafts and Hobbies
    • Creative Non-Fiction
    • DIY
    • Games
    • Textbooks
    • Software Architecture
  • Installments completed

    10 / 10

  • Feedback

    Email the Author(s)

About the Author

Stephen Gose
Stephen Gose

Avatar is an adorable cartoon sketch of my wife. 46th anniversary this coming Sept 1, 2024!

Stephen Gose, Ph.D. Information Systems (honorary) (and second-generation German) is a retired Professor Emeritus with a 41-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, and 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 Chaplain Outstanding Service Award in 1983. 

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

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

Table of Contents

    • Copyright Notice:
      • Disclaimer
      • Copyright Notice and Distribution Permission
    • Forward by Terry Paton
    • Workbook Abstract
    • Who should use this workbook?
    • Your newly obtained skills…
    • Game Design System™
      • Online Courses & Resources
        • Business & Product Management Courses
        • “Making Browser Games” - Course Series
        • Game Programming Course
        • “Walk-Thru Tutorial Series” - Course Series
      • Game Recipes™ & Instruction guides
  • Part I: Concepts and Design
    • 1 Business Considerations
      • 1.1 New Dog, Old Tricks?
      • 1.2 Common Marketing Sense
      • 1.3 Chapter One Self-Evaluation Quiz
      • 1.4 Grade Your Readiness
      • 1.5 Generating Game Ideas & Mechanics
      • 1.6 Target Audience Considerations
      • 1.7 What makes a Great Game by Tony Paton
      • 1.8 License & Copyrights
      • 1.9 Formal Business Launch Required?
      • 1.10 Summary
      • 1.11 Chapter FootNotes
    • 2 Capturing Your Ideas
      • 2.1 Concept Phase
      • 2.2 The Art of Game Design
        • Artwork Research
          • Final Words on Art
      • 2.3 Game Design Document
        • Game Introduction
        • Game-Play Overview
        • Game-Play vs Game Mechanics vs Game Mechanism
        • Key Game Mechanism Categories
        • Game Target Audience (aka Marketing Plan)
          • The Gamers (who is your Target Audience?)
        • Key Features (Matching the Competition)
          • Similar Games (Competitors)
          • Key Differentiation & Unique Features (Setting Us Apart)
        • Game Flow
      • 2.4 Technical Design Document
        • Assets Listing
        • Scaffolding Tools
      • 2.5 Summary
      • 2.6 Chapter FootNotes:
    • 3 Building a Workshop
      • 3.1 Workstation Environment Set-up
        • Workstation Requirements
        • Development tools
          • Text Editor
          • NodeJS
          • IntelXDK
      • 3.2 Project File Structure
        • Kiwi Recommendations
        • Qici Engine (it’s worth the research!)
        • My Project Recommendations
        • Web Root (www or public_html)
      • 3.3 Summary
  • Part II. Production and Distribution
    • 4 Software Architecture & Design
      • 4.1 Bottom Up Development
      • 4.2 Top-Down vs Bottom-Up
      • 4.3 Game’s web page
        • Game Index SEO
        • Achieving Blazing Speed
        • Creating a Mobile Index Page (ProjectIndex-Mobile.pdf)
        • Creating Your Index Page (Traditional Method)
          • Index Page (ProjectIndex.pdf Comparison)
        • Game Flow & Management
      • 4.4 Game Menus as Modules
        • Modules
        • Accessing Your Game from across the Network
          • Initialize State
          • Boot / Preload state(s)
        • Game on local device (ES6 Example Files)
        • Game on local device (Traditional Method)
          • Skeleton State file
          • Splash
          • Main Menu
          • Play
        • Game Services (Your Front-end access)
          • Game Over - Win or Lose?
          • Ads & In-game Purchases
        • Other Menus
        • Game License
        • Internationalization
        • Managing Game Upgrades
      • 4.5 Summary
      • 4.6 Chapter Footnotes
    • 5 Game Modes
      • 5.1 Perspectives and Viewpoints
      • 5.2 Single Player
      • 5.3 Massive Multi-player Online Games (MMOG):
        • Open Source MMO - Nodejs & Websockets
      • 5.4 Mixing & Matching
      • 5.5 Summary
      • 5.6 Chapter Footnotes:
    • 6 Game Mechanism Elements
      • 6.1 Basics Concepts
        • Index page inline script - Reviewed
        • Adding Display objects
        • Adding Control Mechanisms
          • Input Buttons
          • Preloader.js
          • Main.js
          • Keyboard
        • Pointers
          • Mouse
          • Touch & Taps
          • Device Buttons
          • Text
          • Debug Info & HUD
        • Adding Game Environment & Views
          • Tile Maps
          • World Editor?
        • Adding Sound
      • 6.2 Advanced Concepts
        • Customized Fonts
        • Animations
          • Don’t be Fooled …
          • History of Animation
          • Animation Today
          • Animation Recommendations
          • Tweens
      • 6.3 Summary
      • 6.4 Chapter Footnotes:
    • 7 Network Concepts
      • 7.1 Security Concerns
        • Protecting Game Assets
        • Use of <iframe>
        • Bad Bot!
        • Other Considerations
      • 7.2 Game Services (Back-end)
        • CMS - Server-side Frameworks
          • Index Page (Non-Traditional Method)
        • High Scores Services
        • Membership Login
      • 7.3 Summary
      • 7.4 Chapter Footnotes
    • 8 Blood Pit Tutorial
      • 8.1 Production release version.
      • 8.2 CodeIgniter / Kiwi Integrated CMS
        • CodeIgniter Prep Step-by-Step
        • Game Shell (click dummy)
    • What’s next?
      • Book Review Protocol
      • Tell the world about your game!
  • Appendix
    • Sources and Further Reading
      • Other Books (Phaser.JS the grandson of Kiwijs)
    • Part I Concepts and Design
      • Game Business Development & References:
      • Capturing Your Ideas
    • Game Genre Descriptions & Starter Kits (Mechanics)
      • Action Game Starter Kits:
      • Adventure Game Starter Kits:
      • Casino Game Starter Kits:
      • Educational:
      • Fighting Game Starter Kits:
      • Platformers Game Starter Kits:
      • Puzzle Game Starter Kits:
      • Racing Game Starter Kits:
      • Rhythm / Music
      • Role Playing Game (RPG) Starter Kits:
      • Shooters Game Starter Kits:
      • Simulations
      • Sports
      • Strategy Game Starter Kits:
      • Artwork Research
        • Online Tools
        • Prefabricated Art
      • Building Your Work Environment
      • Bottom Up Development
    • Phase II Game Production & Distribution
      • Game Distribution Channels
      • Game Elements
        • Maze samples
        • Labyrinth Algorithm References Appendix
        • JavaScript & HTML
        • Microsoft Office Excel Maze
        • Wolfenstein source code
        • Deadly Alien Map Editor (DAME)
        • Mappy Application
        • Tiled Application
        • AutoRealm40 - Vector based drawing software designed for RPGs
      • Ludology
      • Network Concepts
      • Codeigniter / KiwiJS Integrated CMS
        • Tutorials
    • Web site reference:
    • Game Design References:
    • Game Programming References:
      • Development Tools
      • DNS prefetching
      • HTML5
      • JavaScript
      • CSS
      • Storage
      • Structured Data
    • Copyright Resources
    • Marketing Ad Resources Appendix
    • Project Management Analysis Appendix
      • Game Project Management
      • Prototyping
        • Incremental
      • Spiral
      • RAD (Rapid Application Development)
      • Source Code Mozart’s Music Match
      • Appendix Foot Notes:

The Leanpub 60 Day 100% Happiness Guarantee

Within 60 days of purchase you can get a 100% refund on any Leanpub purchase, in two clicks.

Now, this is technically risky for us, since you'll have the book or course files either way. But we're so confident in our products and services, and in our authors and readers, that we're happy to offer a full money back guarantee for everything we sell.

You can only find out how good something is by trying it, and because of our 100% money back guarantee there's literally no risk to do so!

So, there's no reason not to click the Add to Cart button, is there?

See full terms...

80% Royalties. Earn $16 on a $20 book.

We pay 80% royalties. That's not a typo: you earn $16 on a $20 sale. If we sell 5000 non-refunded copies of your book or course for $20, you'll earn $80,000.

(Yes, some authors have already earned much more than that on Leanpub.)

In fact, authors have earnedover $13 millionwriting, publishing and selling on Leanpub.

Learn more about writing on Leanpub

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) and EPUB (for phones, tablets and 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

Write and Publish on Leanpub

You can use Leanpub to easily write, publish and sell in-progress and completed ebooks and online courses!

Leanpub is a powerful platform for serious authors, combining a simple, elegant writing and publishing workflow with a store focused on selling in-progress ebooks.

Leanpub is a magical typewriter for authors: just write in plain text, and to publish your ebook, just click a button. (Or, if you are producing your ebook your own way, you can even upload your own PDF and/or EPUB files and then publish with one click!) It really is that easy.

Learn more about writing on Leanpub