David Baron's Blog
September 30, 2020
Post-Morterm — Hands-on Game Development with Unity 2019
I'm currently working on the 2nd edition of my first book, so I thought it was the right moment to write a post-mortem about my first book, which you can read here:
Post-Morterm — Hands-on Game Development with Unity 2019
Post-Morterm — Hands-on Game Development with Unity 2019
Published on September 30, 2020 14:06
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Tags:
gamedev
June 14, 2020
Kindle Notes & Highlights
I've started sharing my Kindle notes and highlights from my first book in hopes it will interest some of my readers and give a little more context to what I've written. I'm also adding notes about some upcoming content that I will include in the 2nd edition.
Please feel free to leave comments or suggestions for the next edition.
You can find the 1st edition of my book here:
Hands-On Game Development Patterns with Unity 2019: Create engaging games by using industry-standard design patterns with C#
Please feel free to leave comments or suggestions for the next edition.
You can find the 1st edition of my book here:
Hands-On Game Development Patterns with Unity 2019: Create engaging games by using industry-standard design patterns with C#
Published on June 14, 2020 12:36
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Tags:
gamedev
April 20, 2020
Blade Racer
During the writing of the 2nd edition of "Hands-On Game Development Patterns with Unity 2019: Create engaging games by using industry-standard design patterns with C#", I'm taking into consideration all the feedback I'm receiving from readers, including the negative reviews. And so I'm structuring the content of this new edition based on the input that I'm getting.
For example, for this new edition, each of the code examples presented in the book will be sampled from a complete code-base of a fully playable prototype of a racing game. The game in question is named "Blade Racer," and you can see screenshots of a very early demo here.
The end goal of this approach is to give the reader as much context to each code example presented and showcase how we can use individual software design patterns to structure the code-base of an entire game. This strategy will hopefully make the content of the book more practical and useful to developers that are building their games in Unity.
For example, for this new edition, each of the code examples presented in the book will be sampled from a complete code-base of a fully playable prototype of a racing game. The game in question is named "Blade Racer," and you can see screenshots of a very early demo here.
The end goal of this approach is to give the reader as much context to each code example presented and showcase how we can use individual software design patterns to structure the code-base of an entire game. This strategy will hopefully make the content of the book more practical and useful to developers that are building their games in Unity.
Published on April 20, 2020 19:00
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Tags:
gamedev
April 17, 2020
Game Design Patterns
One issue with the first edition of "Hands-On Game Development Patterns with Unity 2019: Create engaging games by using industry-standard design patterns with C#" that readers often mention in their reviews is that the code examples presented are not "practical." This feedback is very valid, and I will be addressing it in the 2nd edition.
I want to state that I wrote the 1st edition intending to simplify the subject matter to its essential elements with the goal that my readers could use the code examples as "templates." But I admit I might have gone too far with this approach, even if some beginner developers appreciated it.
So in the 2nd edition, I will attempt to go deeper with the subject matter by mapping some "classical" software design patterns to specific game design patterns. In other words, I will make sure that every code example presented in the book will offer a solution to the implementation of a specific game system. It's a challenging approach because I must find the right balance between explaining software design patterns but showcases how to use them in very concrete examples without losing the reader with wordiness.
It's a challenge that I'm enjoying facing, in the meanwhile, I'm reading all the reviews of the 1st edition, and I appreciate them all, even the negative ones. And I hope that the 2nd edition of "Hands-On Game Development Patterns with Unity" will be useful to the Unity game development community. I promised that I'm working hard to make this edition the best one.
I want to state that I wrote the 1st edition intending to simplify the subject matter to its essential elements with the goal that my readers could use the code examples as "templates." But I admit I might have gone too far with this approach, even if some beginner developers appreciated it.
So in the 2nd edition, I will attempt to go deeper with the subject matter by mapping some "classical" software design patterns to specific game design patterns. In other words, I will make sure that every code example presented in the book will offer a solution to the implementation of a specific game system. It's a challenging approach because I must find the right balance between explaining software design patterns but showcases how to use them in very concrete examples without losing the reader with wordiness.
It's a challenge that I'm enjoying facing, in the meanwhile, I'm reading all the reviews of the 1st edition, and I appreciate them all, even the negative ones. And I hope that the 2nd edition of "Hands-On Game Development Patterns with Unity" will be useful to the Unity game development community. I promised that I'm working hard to make this edition the best one.
Published on April 17, 2020 20:11
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Tags:
unity
February 2, 2020
Writing a 2nd Edition
I want to announce that I'm currently writing the 2nd edition of my first book Hands-On Game Development Patterns with Unity 2019: Create engaging games by using industry-standard design patterns with C#. I'm redesigning this edition based on reader feedback from the previous version. Please don't hesitate to contact me with suggestions; I always take the time to read my reader's comments.
I can confirm the 2nd edition will be focused on building concrete systems of a fully playable prototype of a game. This approach will permit you to have a genuinely contextual understanding of how you can use standard software design patterns to implement game systems in Unity.
In other words, in this edition, we will focus on the 'hands-on' approach to programming games in Unity while working on an actual game project.
I can confirm the 2nd edition will be focused on building concrete systems of a fully playable prototype of a game. This approach will permit you to have a genuinely contextual understanding of how you can use standard software design patterns to implement game systems in Unity.
In other words, in this edition, we will focus on the 'hands-on' approach to programming games in Unity while working on an actual game project.
Published on February 02, 2020 14:21
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Tags:
gamedev


