Phaser Game Design Workbook
Game Product Management for the Phaser v2.x.x & v3.24+ Gaming Frameworks (6th Edition)
(Large Print Edition) NEWLY updated from the 6th edition includes both Phaser 2.x.x & v3.16+ examples. Its new focus is "Business Studio Start-ups" and "Game Product Management" for "full-stack" Phaser Games. It also introduces "Headless Game Design" and B2B product lines. This LeanPub edition is always the most up-to-date edition.
About
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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Suggested price$39.99207+ pages, Game Design Workbook (only). DOES NOT INCLUDE BONUS CONTENT.
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- Free Affiliate GuideLearn how to use this document and leverage revenues in our Gaming Community.
- Game Rules ExamplesFollowing the Game Recipes, these are 3 game rules examples
The book with 5th Edition Bonus Content
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Suggested price$169.99270+ 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!
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- Bonus Content & Code Samples105 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!.
- Free Affiliate GuideLearn how to use this document and leverage revenues in our Gaming Community.
- Distribution Channels Game CategoriesA 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.
- Game Rules ExamplesFollowing the Game Recipes, these are 3 game rules examples
Author
About the Author
Stephen Gose
Avatar is an adorable cartoon sketch of my wife. My 48th anniversary is this coming Sept 1, 2026!
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/
Contents
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:
- IProduct Process Umbrella
1Capturing Your Ideas
- 1.1Your Product Development Road-map
2Building a Game Studio
- Phaser Community Survey — the fate hangs in the balance!
- 2.1Set-up a Workstation Environment
- Deeper Dive: Testing MMoGs Locally
- 2.2Development Tools
- 2.2.1Text Editor
- 2.2.2IntelXDK (deprecated)
- 2.3Project File Structure
- 2.3.1My Project Recommendations
- 2.4Barebones Set-up
- 2.5Summary
- IIPart I - Concept
3Business Considerations
- 3.1Chapter One Self-Evaluation Quiz
- 3.2Grade Your Readiness
- 3.3Formal Business Launch Required?
- 3.4Common Marketing Sense
- 3.4.1Generating a Profit
- Snap Chat methods
- 3.4.2In-Game Purchases
- GGInteractive — Game Design Course
- 3.4.3Similar Games? - Sniffing out your Competitors
- 3.4.4Exceeding the Competition
- 3.4.5Setting Your Game Apart
- 3.5Target Audience Considerations
- 3.5.1Game Target Audience (aka Marketing Plan)
- 3.5.2The Gamers (who is your Target Audience?)
- 3.5.3Targeting International with “Tower of Babel”
- Internationalization (from Phaser Game Design Workbook 3rd Edition)
- 3.5.4New Dog, Old Tricks?
- Moving Forward
- 3.6Copyrights & EULA
- 3.7Summary
- 3.8Chapter References:
4Concepts
- 4.1Game Business Logic
- 4.1.1The Art of Game Design
- What is Game Design System™?
- 4.1.2What makes a Great Game by Tony Paton
- 4.1.3Concept Phase
- 4.2Technology & Tools Selection
- Concerns using Browserify with Phaser
- 4.3Game Themes & Genres Selection
- 4.3.1Deeper Dive: Game Genres
- 4.4Game Ideas & Mechanics Selection
- 4.5Game Project Preparations
- 4.5.1What makes a Good Game?
- 4.6Preparing a “Game Recipe™”
- 4.6.1What are you making?
- 4.6.2What technology will you use?
- Sample Game:
- 4.7Artwork Research
- 4.7.1Final Word on Artwork
- 4.7.2Assets Listing
- 4.8Game Design Document (GDD)
- 4.8.1Introducing Your Concept
- “Elevator Speech”: Mozart Music Match
- Game Description:
- Keywords:
- Suggested Deployment Categories:
- 4.9Summary
- 4.10Chapter FootNotes:
5Game Mode
- 5.1Perspectives and Viewpoints
- 5.1.1Deeper Dive: Game Modes
- 5.2Single Player
- 5.3Massive Multi-player Online Games (MMOG):
- 5.3.1Open Source MMO - Nodejs & WebSockets
- 5.4Mixing & Matching
- 5.5Summary
- 5.6Chapter Footnotes:
6Game Mechanics Systems
- 6.1Game-Play Overview
- 6.2Game Mechanics (GM) Overview
- 6.3Game-Play vs Game Mechanics vs Game Mechanism
- “Elevator Speech”: Mozart Music Match
- Game Description:
- Keywords:
- Suggested Deployment Categories:
- 6.4Review Schell’s “Game Mechanics”
- 6.4.1Game Mechanics: “Actions”
- 6.4.2Game Mechanics as: Attributes, Objects, & States
- 6.4.3Deeper Dive: Game Phases Revisited
- Apple’s
GameplayKit - 6.4.4Deeper Dive:
StateManager - 6.4.5Deeper Dive: Object Manipulation in ES6 …
- 6.4.6Game Mechanics: “Chance”
- 6.4.7Game Mechanics: Rules
- 6.4.8Deeper Dive: Game Design System™ “Rules”
- 6.4.9Deeper Dive: Game Design System™ Rule Categories
- 6.4.10Game Mechanics: “Skills”
- 6.4.11Game Mechanics: “Space”
- 6.5Game Design System™
- 6.5.1The Game Design System™ — 3 pillars
- What are Game Engines?
- 6.5.2How it works
- 6.6Phaser API Relationship to Game Mechanics (GM)
- 6.6.1Deeper Dive: Input Manager Event Horizon
- Quote Phaser Newsletter #118
- 6.7Other Game Mechanics Categories
- 6.7.1Game Flow
- 6.8Technical Design Document
- 6.9Summary
7Introduction to “Headless” Game Design
- 7.1What is a “Headless” design?
- 7.2Applying “Headless” to “Traditional” Game Design
- IIIPart II - Design
8Front-end or “Full-stack” Architecture
- 8.1Game’s Front-Door
- 8.1.1Game SEO
- 8.1.2Achieving Blazing Speed
- 8.1.3Creating a Mobile Index Page
- 8.1.4Creating Your Index Page (Traditional Method)
- 8.1.5Index Page
- 8.1.6What is a Namespace?
- 8.1.7Game Flow & Management
- 8.2Game Phases & Menus as Modules
- 8.2.1Deeper Dive: “Modern JavaScript Modules”
- You Don’t Know JS (Quote)
- 8.2.2Initialize State
- 8.2.3Boot / Preload state(s)
- 8.2.4Games on the local device (ES6 Example Files)
- 8.3Skeleton State file
- 8.3.1Splash
- 8.3.2Main Menu
- 8.3.3Play
- 8.3.4Game Over - Win or Lose?
- 8.3.5Ads & In-game Purchases
- Why I Stopped Including In-App Purchases To Remove Ads
- 8.3.6Other Supporting Menus
- 8.3.7Game License
- 8.3.8Managing Game Upgrades
- 8.4Summary
- 8.5Chapter Footnotes
9Drafting a Game Mock-up
- 9.1Creating Prototype Mechanisms — 4-Step method
- 9.1.1What features are included?
- Deconstruction
- 9.1.2What features are mandatory?
- 9.1.3How will you encode it?
- 9.1.4Design Architecture: Top Down
- 9.1.5Design Architecture: Object-Oriented (OOAD)
- 9.1.6Design Architecture: OLOO
- 9.1.7Design Architecture: “Bottom-up”
- 9.1.8Alternate Design Options
- 9.1.9Bottom-Up vs. “Oh! Oh!” vs. “OLOO” vs. Top-Down
- 9.1.10What’s your timeline?
- 9.1.11Are you ready?
- “ACTUALLY START MAKING THE DAMN GAME”
- 9.2Game Recipe™ Summarized:
- 9.2.1Development:
- 9.2.2Design:
- 9.2.3Encoding:
- IVPart III: Production
- VPart IV - Distribution
10Game Distribution
- “How to publish a game on the web??”
- 10.1Introduction: 8-Step Deployment Method.
- 10.2Distribution Preparation
- Distribution in a “nut shell”
- 10.2.1Development vs. Production
- 10.3Create A Game Pipeline
- 10.4Preparing for WebXR Deployment
- Does mobile gaming still need publishers?
11Marketing Channels
- 11.1Channel Selection
- 11.2What do I need?
- 11.2.1Advertising
- Quoted from Pocket Gamer.biz JAN 2020
- 11.2.2Deeper Dive: “Playable” Ads
- 11.2.3Partnerships & Sponsors
- 11.2.4Retail
- 11.2.5Billing
- 11.2.6Data
- 11.2.7Player Interactions
- 11.2.8Paraphernalia Merchandising
- 11.3Chapter Reference
- VIPart V: “IoT” Front-ends!
12Full-Stack vs Headless
- 12.1Front-End Systems
- 12.2Back-End Systems - Content-as-a-Service
13Traditional “Full-stack” CMS
- 13.0.1CodeIgniter CMS “Step-by-Step”
- 13.0.2Game Shell (the “Click Dummy”)
14What’s next?
- 14.1Book Review Protocol
- 14.2Tell 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
- Test sites:
- WebSocket Protocol Handshake
- Deeper Dive: WebSocket API
- Sample Source Code: Client-side WebSocket
- Step #1: Game
indexpage - 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:
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