iOS Game Development Training


Games have always been a big deal on iOS, but up to now you needed to use an external framework or library—like Cocos2D—or write your own painstaking game engine code. Now, with iOS 7, Apple has added Sprite Kit, their first-ever game engine, which is officially built into the SDK. Sprite Kit is for creating 2D games, including features for animation, particle systems, and a full physics engine.

What You Will Learn

  • Create your own iTunes Connect Developer account and create an app within it
  • Set up iTunes Game Center features in iTunes Connect so you can use them within Unity 5
  • Construct a game using C# that allows users to interactively control the game character
  • Use Unity 5′s editor window to create a custom editor tool specific for the game made in the book
  • Store and keep track of data so the player is able to collect in-game pick-ups that can be used to purchase in-game goods
  • Use all game features so the player is able to fully navigate menus between the front menu and in the game state
  • Make, test, and finally release builds so you can play on your device and then submit the game to Apple for review



comfortable writing Objective-C, and able to create simple iOS applications.

Course Contents

1. Laying Out a Game
  • Laying Out Your Engine
  • Creating an Inheritance-Based Game Layout
  • Creating a Component-Based Game Layout
  • Calculating Delta Times
  • Detecting When the User Enters and Exits Your Game
  • Updating Based on a Timer
  • Updating Based on When the Screen Updates
  • Pausing a Game
  • Calculating Time Elapsed Since the Game Start
  • Working with Blocks
  • Writing a Method That Calls a Block
  • Working with Operation Queues
  • Performing a Task in the Future
  • Storing Blocks in Objects
  • Using a Timer
  • Making Operations Depend on Each Other
  • Filtering an Array with Blocks
  • Loading New Assets During Gameplay
  • Adding Unit Tests to Your Game
  • 2D Grids
2. Views and Menus
  • Working with Storyboards
  • Creating View Controllers
  • Using Segues to Move Between Screens
  • Using Constraints to Lay Out Views
  • Adding Images to Your Project
  • Slicing Images for Use in Buttons
  • Using UI Dynamics to Make Animated Views
  • Moving an Image with Core Animation
  • Rotating an Image
  • Animating a Popping Effect on a View
  • Theming UI Elements with UIAppearance
  • Rotating a UIView in 3D
  • Overlaying Menus on Top of Game Content
  • Designing Effective Game Menus
3. Input
  • Detecting When a View Is Touched
  • Responding to Tap Gestures
  • Dragging an Image Around the Screen
  • Detecting Rotation Gestures
  • Detecting Pinching Gestures
  • Creating Custom Gestures
  • Receiving Touches in Custom Areas of a View
  • Detecting Shakes
  • Detecting Device Tilt
  • Getting the Compass Heading
  • Accessing the User’s Location
  • Calculating the User’s Speed
  • Pinpointing the User’s Proximity to Landmarks
  • Receiving Notifications When the User Changes Location
  • Looking Up GPS Coordinates for a Street Address
  • Looking Up Street Addresses from the User’s Location
  • Using the Device as a Steering Wheel
  • Detecting Magnets
  • Utilizing Inputs to Improve Game Design
4. Sound
  • Playing Sound with AVAudioPlayer
  • Recording Sound with AVAudioRecorder
  • Working with Multiple Audio Players
  • Cross-Fading Between Tracks
  • Synthesizing Speech
  • Getting Information About What the iPod Is Playing
  • Detecting When the Currently Playing Track Changes
  • Controlling iPod Playback
  • Allowing the User to Select Music
  • Cooperating with Other Applications’ Audio
  • Determining How to Best Use Sound in Your Game Design
5. Data Storage
  • Saving the State of Your Game
  • Storing High Scores Locally
  • Using iCloud to Save Games
  • Using the iCloud Key/Value Store
  • Loading Structured Information
  • Deciding When to Use Files or a Database
  • Using SQLite for Storage
  • Managing a Collection of Assets
  • Storing Information in NSUserDefaults
  • Implementing the Best Data Storage Strategy
  • In-Game Currency
6. 2D Graphics and Sprite Kit
  • Getting Familiar with 2D Math
  • Creating a Sprite Kit View
  • Creating a Scene
  • Adding a Sprite
  • Adding a Text Sprite
  • Determining Available Fonts
  • Including Custom Fonts
  • Transitioning Between Scenes
  • Moving Sprites and Labels Around
  • Adding a Texture Sprite
  • Creating Texture Atlases
  • Using Shape Nodes
  • Using Blending Modes
  • Using Image Effects to Change the Way that Sprites Are Drawn
  • Using Bézier Paths
  • Creating Smoke, Fire, and Other Particle Effects
  • Shaking the Screen
  • Animating a Sprite
  • Parallax Scrolling
  • Creating Images Using Perlin Noise
7. Physics
  • Reviewing Physics Terms and Definitions
  • Adding Physics to Sprites
  • Creating Static and Dynamic Objects
  • Defining Collider Shapes
  • Setting Velocities
  • Working with Mass, Size, and Density
  • Creating Walls in Your Scene
  • Controlling Gravity
  • Keeping Objects from Falling Over
  • Controlling Time in Your Physics Simulation
  • Detecting Collisions
  • Finding Objects
  • Working with Joints
  • Working with Forces
  • Adding Thrusters to Objects
  • Creating Explosions
  • Using Device Orientation to Control Gravity
  • Dragging Objects Around
  • Creating a Car
8. 3D Graphics
  • Working with 3D Math
  • Creating a GLKit Context
  • Drawing a Square Using OpenGL
  • Loading a Texture
  • Drawing a Cube
  • Rotating a Cube
  • Moving the Camera in 3D Space
9. Intermediate 3D Graphics
  • Loading a Mesh
  • Parenting Objects
  • Animating a Mesh
  • Batching Draw Calls
  • Creating a Movable Camera Object
10. Advanced 3D Graphics
  • Understanding Shaders
  • Working with Materials
  • Texturing with Shaders
  • Lighting a Scene
  • Using Normal Mapping
  • Making Objects Transparent
  • Adding Specular Highlights
  • Adding Toon Shading
11. Artificial Intelligence and Behavior
  • Making an Object Move Toward a Position
  • Making Things Follow a Path
  • Making an Object Intercept a Moving Target
  • Making an Object Flee When It’s in Trouble
  • Making an Object Decide on a Target
  • Making an Object Steer Toward a Point
  • Making an Object Know Where to Take Cover
  • Calculating a Path for an Object to Take
  • Finding the Next Best Move for a Puzzle Game
  • Determining if an Object Can See Another Object
  • Using AI to Enhance Your Game Design
12. Networking and Social Media
  • Using Game Center
  • Getting Information About the Logged-in Player
  • Getting Information About Other Players
  • Making Leaderboards and Challenges with Game Center
  • Finding People to Play with Using Game Center
  • Using Bluetooth to Detect Nearby Game Players with the Multipeer Connectivity Framework
  • Making Real-Time Gameplay Work with Game Kit and the Multipeer Connectivity Framework
  • Creating, Destroying, and Synchronizing Objects on the Network
  • Interpolating Object State
  • Handling When a Player Disconnects and Rejoins
  • Making Turn-Based Gameplay Work with GameKit
  • Sharing Text and Images to Social Media Sites
  • Implementing iOS Networking Effectively
  • Implementing Social Networks Effectively
13. Game Controllers and External Screens
  • Detecting Controllers
  • Getting Input from a Game Controller
  • Showing Content via AirPlay
  • Using External Screens
  • Designing Effective Graphics for Different Screens
  • Dragging and Dropping
14. Performance and Debugging
  • Improving Your Frame Rate
  • Making Levels Load Quickly
  • Dealing with Low-Memory Issues
  • Tracking Down a Crash
  • Working with Compressed Textures
  • Working with Watchpoints
  • Logging Effectively
  • Creating Breakpoints That Use Speech

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