Phaser Game Design Workbook (The Book (only))
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Phaser Game Design Workbook

Game Product Management for the Phaser v2.x.x & v3.24+ Gaming Frameworks (6th Edition)

About the Book

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.

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About the Author

Stephen Gose
Stephen Gose

Avatar is an adorable cartoon sketch of my wife. My 47th anniversary is this coming Sept 1, 2025!

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 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 been a licensed minister since 1972 and 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 website is: https://www.Stephen-Gose.com/

His game showcase is: http://www.renown-games.com

His theology website: http://kingdomofgodprinciples.com/

Game Support Site: http://makingbrowsergames.com/

Review my profile on LinkedIn.com: https://www.linkedin.com/in/stephen-gose/

Packages

The Book (only)

207+ pages, Game Design Workbook (only). DOES NOT INCLUDE BONUS CONTENT.

Includes:

  • extras
    Free Affiliate Guide

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

  • extras
    Game Rules Examples

    Following the Game Recipes, these are 3 game rules examples

  • PDF

  • EPUB

  • WEB

  • English

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$39.99
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The book with 5th Edition Bonus Content

270+ pages, 6th edition Game Design Workbook focused on both Phaser JavaScript Frameworks. 5th edition Bonus Content: Free Affiliate Guide, 102-page bonus content (15 resource files; 43MB zipped). Total of 370+ pages!

Includes:

  • extras
    Bonus Content & Code Samples

    105 pages (15 resource files; 41+ MB) of supporting documentation and source code examples: 15 JavaScript files, 2 mobile Intel XDK templates, 40 game mechanic themes, game state cheat sheet and flow chart, 93 pages of Game Design Document templates and examples, 5 page cheat sheet for index.html creation. Game Fun analysis work sheet which compare 16 human motivations to 42 "Fun Factors". 2 coupons for further online training courses a value of $35 for FREE!.

  • extras
    Free Affiliate Guide

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

  • extras
    Distribution Channels Game Categories

    A compilation of game categories names across several distribution channels. This document will assist you in placing your game in the proper listings. It will make searching for your released game easier to find.

  • extras
    Game Rules Examples

    Following the Game Recipes, these are 3 game rules examples

  • PDF

  • EPUB

  • WEB

  • English

$99.99
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$169.99
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Bundles that include this book

$170.37
Bought separately
$19.99
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Table of Contents

  •  
    • Distribution Permission
      • Supporting website
    • Forwards
    • Disclosures
    • Disclaimer
    • About this Workbook
      • Viewing this e-Book
      • Links and References
      • Who should use this workbook?
      • Workbook Content
    • 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
    • Our References:
  • Product Process Umbrella
    • 1 Capturing Your Ideas
      • 1.1 Your Product Development Road-map
    • 2 Building a Game Studio
      • 2.1 Set-up a Workstation Environment
      • 2.2 Development Tools
        • 2.2.1 Text Editor
        • 2.2.2 IntelXDK (deprecated)
      • 2.3 Project File Structure
        • 2.3.1 My Project Recommendations
      • 2.4 Barebones Set-up
      • 2.5 Summary
  • Part I - Concept
    • 3 Business Considerations
      • 3.1 Chapter One Self-Evaluation Quiz
      • 3.2 Grade Your Readiness
      • 3.3 Formal Business Launch Required?
      • 3.4 Common Marketing Sense
        • 3.4.1 Generating a Profit
        • 3.4.2 In-Game Purchases
        • 3.4.3 Similar Games? - Sniffing out your Competitors
        • 3.4.4 Exceeding the Competition
        • 3.4.5 Setting Your Game Apart
      • 3.5 Target Audience Considerations
        • 3.5.1 Game Target Audience (aka Marketing Plan)
        • 3.5.2 The Gamers (who is your Target Audience?)
        • 3.5.3 Targeting International with “Tower of Babel”
        • 3.5.4 New Dog, Old Tricks?
      • 3.6 Copyrights & EULA
      • 3.7 Summary
      • 3.8 Chapter References:
    • 4 Concepts
      • 4.1 Game Business Logic
        • 4.1.1 The Art of Game Design
        • 4.1.2 What makes a Great Game by Tony Paton
        • 4.1.3 Concept Phase
      • 4.2 Technology & Tools Selection
      • 4.3 Game Themes & Genres Selection
        • 4.3.1 Deeper Dive: Game Genres
      • 4.4 Game Ideas & Mechanics Selection
      • 4.5 Game Project Preparations
        • 4.5.1 What makes a Good Game?
      • 4.6 Preparing a “Game Recipe™”
        • 4.6.1 What are you making?
        • 4.6.2 What technology will you use?
      • 4.7 Artwork Research
        • 4.7.1 Final Word on Artwork
        • 4.7.2 Assets Listing
      • 4.8 Game Design Document (GDD)
        • 4.8.1 Introducing Your Concept
      • 4.9 Summary
      • 4.10 Chapter FootNotes:
    • 5 Game Mode
      • 5.1 Perspectives and Viewpoints
        • 5.1.1 Deeper Dive: Game Modes
      • 5.2 Single Player
      • 5.3 Massive Multi-player Online Games (MMOG):
        • 5.3.1 Open Source MMO - Nodejs & WebSockets
      • 5.4 Mixing & Matching
      • 5.5 Summary
      • 5.6 Chapter Footnotes:
    • 6 Game Mechanics Systems
      • 6.1 Game-Play Overview
      • 6.2 Game Mechanics (GM) Overview
      • 6.3 Game-Play vs Game Mechanics vs Game Mechanism
      • 6.4 Review Schell’s “Game Mechanics”
        • 6.4.1 Game Mechanics: “Actions”
        • 6.4.2 Game Mechanics as: Attributes, Objects, & States
        • 6.4.3 Deeper Dive: Game Phases Revisited
        • 6.4.4 Deeper Dive: StateManager
        • 6.4.5 Deeper Dive: Object Manipulation in ES6 …
        • 6.4.6 Game Mechanics: “Chance”
        • 6.4.7 Game Mechanics: Rules
        • 6.4.8 Deeper Dive: Game Design System™ “Rules”
        • 6.4.9 Deeper Dive: Game Design System™ Rule Categories
        • 6.4.10 Game Mechanics: “Skills”
        • 6.4.11 Game Mechanics: “Space”
      • 6.5 Game Design System™
        • 6.5.1 The Game Design System™ — 3 pillars
        • 6.5.2 How it works
      • 6.6 Phaser API Relationship to Game Mechanics (GM)
        • 6.6.1 Deeper Dive: Input Manager Event Horizon
      • 6.7 Other Game Mechanics Categories
        • 6.7.1 Game Flow
      • 6.8 Technical Design Document
      • 6.9 Summary
    • 7 Introduction to “Headless” Game Design
      • 7.1 What is a “Headless” design?
      • 7.2 Applying “Headless” to “Traditional” Game Design
  • Part II - Design
    • 8 Front-end or “Full-stack” Architecture
      • 8.1 Game’s Front-Door
        • 8.1.1 Game SEO
        • 8.1.2 Achieving Blazing Speed
        • 8.1.3 Creating a Mobile Index Page
        • 8.1.4 Creating Your Index Page (Traditional Method)
        • 8.1.5 Index Page
        • 8.1.6 What is a Namespace?
        • 8.1.7 Game Flow & Management
      • 8.2 Game Phases & Menus as Modules
        • 8.2.1 Deeper Dive: “Modern JavaScript Modules”
        • 8.2.2 Initialize State
        • 8.2.3 Boot / Preload state(s)
        • 8.2.4 Games on the local device (ES6 Example Files)
      • 8.3 Skeleton State file
        • 8.3.1 Splash
        • 8.3.2 Main Menu
        • 8.3.3 Play
        • 8.3.4 Game Over - Win or Lose?
        • 8.3.5 Ads & In-game Purchases
        • 8.3.6 Other Supporting Menus
        • 8.3.7 Game License
        • 8.3.8 Managing Game Upgrades
      • 8.4 Summary
      • 8.5 Chapter Footnotes
    • 9 Drafting a Game Mock-up
      • 9.1 Creating Prototype Mechanisms — 4-Step method
        • 9.1.1 What features are included?
        • 9.1.2 What features are mandatory?
        • 9.1.3 How will you encode it?
        • 9.1.4 Design Architecture: Top Down
        • 9.1.5 Design Architecture: Object-Oriented (OOAD)
        • 9.1.6 Design Architecture: OLOO
        • 9.1.7 Design Architecture: “Bottom-up”
        • 9.1.8 Alternate Design Options
        • 9.1.9 Bottom-Up vs. “Oh! Oh!” vs. “OLOO” vs. Top-Down
        • 9.1.10 What’s your timeline?
        • 9.1.11 Are you ready?
      • 9.2 Game Recipe™ Summarized:
        • 9.2.1 Development:
        • 9.2.2 Design:
        • 9.2.3 Encoding:
  • Part III: Production
  • Part IV - Distribution
    • 10 Game Distribution
      • 10.1 Introduction: 8-Step Deployment Method.
      • 10.2 Distribution Preparation
        • 10.2.1 Development vs. Production
      • 10.3 Create A Game Pipeline
      • 10.4 Preparing for WebXR Deployment
    • 11 Marketing Channels
      • 11.1 Channel Selection
      • 11.2 What do I need?
        • 11.2.1 Advertising
        • 11.2.2 Deeper Dive: “Playable” Ads
        • 11.2.3 Partnerships & Sponsors
        • 11.2.4 Retail
        • 11.2.5 Billing
        • 11.2.6 Data
        • 11.2.7 Player Interactions
        • 11.2.8 Paraphernalia Merchandising
      • 11.3 Chapter Reference
  • Part V: “IoT” Front-ends!
    • 12 Full-Stack vs Headless
      • 12.1 Front-End Systems
      • 12.2 Back-End Systems - Content-as-a-Service
    • 13 Traditional “Full-stack” CMS
      •  
        • 13.0.1 CodeIgniter CMS “Step-by-Step”
        • 13.0.2 Game Shell (the “Click Dummy”)
    • 14 What’s next?
      • 14.1 Book Review Protocol
      • 14.2 Tell the world about your game!
  • Appendix
    • More Resources
      • JavaScript Garden
      • Additional Appendices
      • Other resources:
      • Selling your Game Assets
    • Appendix: Online Game Development
    • Appendix: Making WebXR Games!
    • Appendix: Phaser III Plugins
    • Appendix: “How to Start a WebSocket”
      • Testing Your Browser
      • WebSocket Protocol Handshake
        • Deeper Dive: WebSocket API
      • Sample Source Code: Client-side WebSocket
        • Step #1: Game index page
        • Step #2: Generate Event handlers
    • Appendix: Project Mgmt Methods
      • Prototyping
        • Basic Principles
        • Strengths:
        • Weaknesses:
        • Situations where most appropriate:
        • Situations where least appropriate:
      • Incremental
        • Basic Principles:
        • Strengths:
        • Weaknesses:
        • Situations where most appropriate:
        • Situations where least appropriate:
      • Spiral
        • Basic Principles:
        • Strengths:
        • Weaknesses:
        • Situations where most appropriate:
        • Situations where least appropriate:
      • Rapid Application Development (RAD)
        • Basic Principles:**
        • Strengths:
        • Weaknesses:
        • Situations where most appropriate:
        • Situations where least appropriate:
      • Test-Driven Development
        • Basic Principles:
        • Expected Benefits
        • Common Pitfalls
        • Typical team pitfalls include:
        • Signs of Use
        • Skill Levels
        • Further Reading on Test Driven Development
      • Game Project Management Foot Notes:
  • Notes

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