The Anatomy of a Game
The MDA framework, the game loop and delta time, hardware to pixels, the industry and its engines, and your Godot setup.
Every game you have played is a loop running sixty times a second, wrapped in design decisions, art, sound and code, and shipped by people who had to think about law, money and players. This book takes you through all of it with Godot 4, a free, open-source engine that professionals use too: what a game is made of, how experiences are designed and balanced, how art and audio communicate, how to program a playable game in GDScript, and how to publish it and build a career.
The Anatomy of a Game
The MDA framework, the game loop and delta time, hardware to pixels, the industry and its engines, and your Godot setup.
Designing the Experience
Why people play, core loops and economies, difficulty and flow, story and world, the design document and playtesting.
Art, Sound, and Feel
Visual language, level design, animation and game feel, sound and music, interface and accessibility.
Programming the Game
Systems and state machines, GDScript, physics and collision, player controllers and enemy AI, debugging and performance.
Ship It
Intellectual property, player safety and inclusion, the business of games, publishing and marketing, careers and what comes next.
👉 Chapter 1: The Anatomy of a Game 👉 Chapter 2: Designing the Experience 👉 Chapter 3: Art, Sound, and Feel 👉 Chapter 4: Programming the Game 👉 Chapter 5: Ship It: Ethics, Business, and Careers