Phaser III Game Prototyping
Phaser III Game Prototyping
Minimum price
Suggested price
Phaser III Game Prototyping

This book is 100% complete

Completed on 2020-06-26

About the Book

This workbook is the new edition 4 -- a hands-on tutorial guide for Game Prototype creations using component object programming with an emphasis on Phaser v3.16+. The reason we delayed this book's publication was due to the massive rewrites coming in v3.15+ OCT 2018 and 100% features final made availability in v3.14.0 release scheduled for mid-October, 2018. 

As of February 2017, this book was the first and only available tutorial for Phaser III and will continue to supplement version 3 as more framework features become available in v3.16+. Therefore, if you purchased this book from, you will have a continually updated version on the latest Phaser III features.

Phaser v3.15+ examples will use 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.

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. You can begin your current Phaser v2.x.x game conversions and upgrade them into Phaser 3 now. I show you how I upgrading my product line from Adobe Flash & Phaser v2.x.x.

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 prototype templates to scaffold further game projects and automation tools;
  • Converted Phaser v2.x.x and adopted the new features and upcoming changes into Phaser v3.16+.
  • 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 on game components;
  • Included graphics effects (gfx) (particle systems, rotations, fades, shaders and more);
  • Created and managed game phases with multiple Scenes;
  • Managed permanent game assets across game phases;
  • Optimized your game for various mobile devices;
  • Integrated 3rd-party plugins and blueprints.
  • Deployed single- and multi-player games from the workbooks tutorials.
  • Web Sockets demystified for scalable massive online game deployments.

Who This Book Is For:

Students -- and professionals in -- game development with little experience in HTML5, CSS or JavaScript who want to enhance -- or begin learning the essential techniques from Phaser v2.x.x. JavaScript skills into the next Phaser III release. If you are interested in making browser games, especially for the mobile market, then Phaser III Game Prototyping is your 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

Book contents and access to supporting website.


  • extras
    Example Game Rules

    Following the Game Recipes, these are 3 game rules examples

  • English

  • PDF

  • EPUB

  • MOBI

  • WEB

Minimum price
Suggested price
Book and Game Developer Certification Course

Earn your respect in the industry with Phaser v3.x.x Game Developer Certification course includes free access to the Phaser v3.x.x Game Development Workshop Course.


  • 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 Books (2 files; 3.35 MB)

    Legends of Renown Deeds rulebook (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 document of Jamis Buck.

  • extras
    Phaser v3.x.x game project template (91 files; 37.9 MB)

    game project template using OLOO style game construction.

  • extras
    Blood Pit Walk-through Tutorial

    Step-by-step Game Recipe Series creating the Blood Pit In-Game-Module for Legends of Renown Deeds Gaming System.

  • extras
    Example Game Rules

    Following the Game Recipes, these are 3 game rules examples

  • extras
    Book and Game Developer Certification Course

    This book and the Phaser III Game Design Workshop Course and Certification. Available after 95% book complete. Bonus Content: x,xxx files xxx MB (2018xxxx unzipped)

  • 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:
    • Book formatting:
    • Who This Book Is For:
      • Your newly obtained skills…
    • Bonus Content (4th Edition)
    • Game Design System™ Recipes:
    • Our References:
      • Tweet This Book!
    • Book Examples & Samples
  • 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 “ToTo, … we’re not in Kansas anymore” — Dorothy
      • 2.3 Creating Prototype Mechanisms — 4-Step method
        • Deeper Dive: Writing D.R.Y. JS code
      • 2.4 Game Recipe™ Step #1) the Front-Door
        • Task #1-1 Instructions:
        • Compare your code
        • Mobile Single Web Page Applications
      • 2.5 Task #2: Launching a Game
        • Launching a Phaser III Game
        • Deeper Dive: Launching the Game.
        • Deeper Dive: Optional Game Config
        • Deeper Dive: To Infinity and Beyond!
      • 2.6 Summary
      • 2.7 Chapter References:
    • 3 Building Game Phases, Scenes & Roses.
      • 3.1 Step #1 of 4: Generate a Game’s Phase
        • Deeper Dive: D.R.Y. Stand-alone
        • Deeper Dive: Scene Transitions
        • 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”
        • Deeper Dive 3.19+ Tweens
      • 3.4 Game Phase Prototypes
        • Vanilla, Strawberry, or Chocolate Creme-filled?
        • Deeper Dive: Overriding Scenes from Phaser.Scene
        • Deeper Dive: Creating Scenes using ES5 Prototypes
        • Deeper Dive: Creating Scenes using Phaser.Class
        • Deeper Dive: Creating Scenes by extending Phaser.Class
        • ES6 Considerations: Strawberry
        • Deeper Dive: Separate Scene Configuration files
        • 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 (aka “launch” or index.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: Display selected sprite from sprite-sheet.
        • Deeper Dive: Using Base64 Images
        • Creating an Avatar’s metadata
      • 4.2 Task #4: Moving Game Elements
        • Deeper Dive: Phaser III Input Manager
        • Deeper Dive: Future Proofing your source code.
        • Deeper Dive: Configuring the Keyboard (Phaser v3.16+ updated)
      • 4.4 Task #5: Things that go bump …
        • Walls and Camera boundaries
        • Interior Decoration
        • Deeper Dive on Game Objects hit areas.
        • Doors, Knobs and Buttons
        • Deeper Dive: Writing Optimized Code
        • Deeper Dive: Buttons as a “Class” or “Scenes”?!!?
        • Deeper Dive: Button size considerations
        • Deeper Dive: Adding Buttons & Mobile Touch
      • 4.5 Task #6: When Worlds Collide …
      • 4.6 Task #7: It’s curtains for you …
      • 4.7 Other Game Mechanism Categories
      • 4.8 The Finish Line: You’re AWESOME … Gloat, Gloat …
      • 4.9 Chapter Source Code & Demo
      • 4.10 Summary
      • 4.11 Chapter References
    • 5 Game Recipe™ Automation Tool
      • 5.1 Deeper Dive: Database Protection Considerations
      • 5.2 Database Schema Construction (Copyright-able!!)
        • Database Record Construction
        • Database structure
      • 5.3 Remote Codebase Using AppML
      • 5.4 Building an AppML application
      • 5.5 Sample AppML codebase (Public Access)
      • 5.6 Remote codebase Using JSON
        • Per-user storage
      • 5.7 Chapter Source Code & Demo
      • 5.8 Summary
      • 5.9 Chapter References
  • Part II - Mechanisms into Mechanics
    • 6 Game Mechanics & Systems
      • 6.1 Game-Play vs Game Mechanics vs Game Mechanism
      • 6.2 Game Mechanics (GM)
        • Game Mechanics Suggested by Schell
        • Actions Game Mechanics:
        • Game Mechanics as: Attributes, Objects, & States
        • Deeper Dive: Game Phases Revisited
        • Deeper Dive: StateManager
        • Deeper Dive: Object Manipulation in ES5/6/7/8/9
        • Chance Game Mechanics:
        • Rules Game Mechanics:
        • Deeper Dive: Rules
        • Deeper Dive: Rule Categories
        • “Skills” Game Mechanics:
        • “Space” Game Mechanics:
      • 6.3 Phaser III API into Game Mechanics (GM)
        • Deeper Dive: Input Manager Event Horizon
      • 6.4 Game Design System™
        • How it works
      • 6.5 Game Genres
        • Deeper Dive: Game Genres
        • Deeper Dive: Game Modes
      • 6.6 Summary
    • 7 Dem’s fightin’ words
      • 7.1 Launching Web Sockets
      • 7.2 Dynamic Combat Menus
      • 7.3 So, Give Me Some Space …
        • Melee Weapons
        • Ranged Weapons
      • 7.4 OO!, OW! AH!, OW! Stayin’ alive! Stayin’ alive!
        • Grid-less Combat
        • Grid-ed Combat
      • 7.5 Tactical Tiled-Maps
      • 7.6 Squares and Checkered Grids
        • Deeper Dive: Phaser III Grids
        • Hexagonal Grids
        • Deeper Dive: Real hexagonal grids
        • Squishes
      • 7.7 Rules of Engagement: Take 5 paces, turn and …
        • Been there … done that …
      • 7.8 “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!
      • 7.9 Story narrative
      • 7.10 Frisking, Fondling or Groping
      • 7.11 Chapter Source Code
      • 7.12 Complete Combat Prototypes
      • 7.13 Summary
      • 7.14 Footnotes
    • 8 Whazzz-sUP! …. HUD Development
      • 8.1 HUD Housing Development
      • 8.2 HUD as Panels
      • 8.3 HUD Panels outside the Canvas?!?
      • 8.4 HUD Demos
      • 8.5 Summary
      • 8.6 Footnotes
    • 9 Don’t make me think or “Artificial Intelligence for Dummies”
      • 9.1 The “6 of 9”
      • 9.2 Chasing
      • 9.3 Evading
      • 9.4 Patterns
      • 9.5 Fuzzy logic
      • 9.6 Finite State Machines (FSM)
        • FSM Resolving Combat Outcomes
        • FSM Resolving AI behaviors
      • 9.7 Recursive World Feedback
        • Probability Data Tables
      • 9.8 Complete AI Prototypes
      • 9.9 Chapter Source Code
      • 9.10 Summary
      • 9.11 Footnotes
    • 10 Common Pitfalls
      • 10.1 Lacking Debugging Tools?
        • Deeper Dive: Console Commands
      • 10.2 Same “Name-spaces”
      • 10.3 Callbacks
      • 10.4 Missing Documentation
        • Deeper Dive: What is Dragon Speak
  • Part III - Resources & Walk-throughs Tutorials
    • 11 Phaser III Game Prototype Library
      • 11.1 Consolidated Book Examples:
      • 11.2 Walk-through Tutorial Series
        • Difficulty Rating: Easy
        • Difficulty Rating: Intermediate
        • Difficulty Rating: Advanced (aka “The Full Monty!”)
      • 11.3 Source Code is here (online)
  • Part IV - Next Steps … Distribution!
    • 12 Distribution Preparation: Your Game Product
      • 12.1 Development vs. Production
      • 12.2 Create A Game Pipeline
      • 12.3 Preparing for Mobile Deployment
      • 12.4 Chapter References:
    • 13 Marketing Channels Deployment
      • 13.1 Channel Selection
      • 13.2 What do I need?
      • 13.3 Targeting Markets with the “Tower of Babel”
      • 13.4 Channel Preparations
      • 13.5 Generating a Profit
        • In-Game Purchases
        • Advertising
        • Partnerships & Sponsors
        • Retail
        • Billing
        • Data
        • Player Interactions
        • Paraphernalia Merchandising
      • 13.6 Chapter Reference
    • 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

Authors have earned$9,192,739writing, publishing and selling on Leanpub,
earning 80% royalties while saving up to 25 million pounds of CO2 and up to 46,000 trees.

Learn more about writing on Leanpub

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

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. It really is that easy.

Learn more about writing on Leanpub