Leanpub Header

Skip to main content

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.

This book is available in multiple packages!

Pick Your Package
PDF
EPUB
WEB
98
Readers
409
Pages
62,961Words
About

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.

Packages

Pick Your Package

All packages include the ebook in the following formats: PDF, EPUB, and Web

The Book (only)

Minimum price

Suggested price$39.99

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

$5.99

  • Free Affiliate Guide
    Learn how to use this document and leverage revenues in our Gaming Community.
  • Game Rules Examples
    Following the Game Recipes, these are 3 game rules examples

The book with 5th Edition Bonus Content

Minimum price

Suggested price$169.99

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!

$99.99

  • 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!.
  • Free Affiliate Guide
    Learn how to use this document and leverage revenues in our Gaming Community.
  • 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.
  • Game Rules Examples
    Following 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

  1. Supporting website

Forwards

Disclosures

Disclaimer

About this Workbook

  1. Viewing this e-Book
  2. Links and References
  3. Who should use this workbook?
  4. Workbook Content

Your newly obtained skills…

Game Design System™

  1. Online Courses & Resources
  2. Business & Product Management Courses
  3. “Making Browser Games” - Course Series
  4. Game Programming Course
  5. “Walk-Thru Tutorial Series” - Course Series
  6. Game Recipes™ & Instruction guides

Our References:

  1. IProduct Process Umbrella

1Capturing Your Ideas

  1. 1.1Your Product Development Road-map

2Building a Game Studio

  1. Phaser Community Survey — the fate hangs in the balance!
  2. 2.1Set-up a Workstation Environment
  3. Deeper Dive: Testing MMoGs Locally
  4. 2.2Development Tools
  5. 2.2.1Text Editor
  6. 2.2.2IntelXDK (deprecated)
  7. 2.3Project File Structure
  8. 2.3.1My Project Recommendations
  9. 2.4Barebones Set-up
  10. 2.5Summary
  11. IIPart I - Concept

3Business Considerations

  1. 3.1Chapter One Self-Evaluation Quiz
  2. 3.2Grade Your Readiness
  3. 3.3Formal Business Launch Required?
  4. 3.4Common Marketing Sense
  5. 3.4.1Generating a Profit
  6. Snap Chat methods
  7. 3.4.2In-Game Purchases
  8. GGInteractive — Game Design Course
  9. 3.4.3Similar Games? - Sniffing out your Competitors
  10. 3.4.4Exceeding the Competition
  11. 3.4.5Setting Your Game Apart
  12. 3.5Target Audience Considerations
  13. 3.5.1Game Target Audience (aka Marketing Plan)
  14. 3.5.2The Gamers (who is your Target Audience?)
  15. 3.5.3Targeting International with “Tower of Babel”
  16. Internationalization (from Phaser Game Design Workbook 3rd Edition)
  17. 3.5.4New Dog, Old Tricks?
  18. Moving Forward
  19. 3.6Copyrights & EULA
  20. 3.7Summary
  21. 3.8Chapter References:

4Concepts

  1. 4.1Game Business Logic
  2. 4.1.1The Art of Game Design
  3. What is Game Design System™?
  4. 4.1.2What makes a Great Game by Tony Paton
  5. 4.1.3Concept Phase
  6. 4.2Technology & Tools Selection
  7. Concerns using Browserify with Phaser
  8. 4.3Game Themes & Genres Selection
  9. 4.3.1Deeper Dive: Game Genres
  10. 4.4Game Ideas & Mechanics Selection
  11. 4.5Game Project Preparations
  12. 4.5.1What makes a Good Game?
  13. 4.6Preparing a “Game Recipe™”
  14. 4.6.1What are you making?
  15. 4.6.2What technology will you use?
  16. Sample Game:
  17. 4.7Artwork Research
  18. 4.7.1Final Word on Artwork
  19. 4.7.2Assets Listing
  20. 4.8Game Design Document (GDD)
  21. 4.8.1Introducing Your Concept
  22. “Elevator Speech”: Mozart Music Match
  23. Game Description:
  24. Keywords:
  25. Suggested Deployment Categories:
  26. 4.9Summary
  27. 4.10Chapter FootNotes:

5Game Mode

  1. 5.1Perspectives and Viewpoints
  2. 5.1.1Deeper Dive: Game Modes
  3. 5.2Single Player
  4. 5.3Massive Multi-player Online Games (MMOG):
  5. 5.3.1Open Source MMO - Nodejs & WebSockets
  6. 5.4Mixing & Matching
  7. 5.5Summary
  8. 5.6Chapter Footnotes:

6Game Mechanics Systems

  1. 6.1Game-Play Overview
  2. 6.2Game Mechanics (GM) Overview
  3. 6.3Game-Play vs Game Mechanics vs Game Mechanism
  4. “Elevator Speech”: Mozart Music Match
  5. Game Description:
  6. Keywords:
  7. Suggested Deployment Categories:
  8. 6.4Review Schell’s “Game Mechanics”
  9. 6.4.1Game Mechanics: “Actions”
  10. 6.4.2Game Mechanics as: Attributes, Objects, & States
  11. 6.4.3Deeper Dive: Game Phases Revisited
  12. Apple’s GameplayKit
  13. 6.4.4Deeper Dive: StateManager
  14. 6.4.5Deeper Dive: Object Manipulation in ES6 …
  15. 6.4.6Game Mechanics: “Chance”
  16. 6.4.7Game Mechanics: Rules
  17. 6.4.8Deeper Dive: Game Design System™ “Rules”
  18. 6.4.9Deeper Dive: Game Design System™ Rule Categories
  19. 6.4.10Game Mechanics: “Skills”
  20. 6.4.11Game Mechanics: “Space”
  21. 6.5Game Design System™
  22. 6.5.1The Game Design System™ — 3 pillars
  23. What are Game Engines?
  24. 6.5.2How it works
  25. 6.6Phaser API Relationship to Game Mechanics (GM)
  26. 6.6.1Deeper Dive: Input Manager Event Horizon
  27. Quote Phaser Newsletter #118
  28. 6.7Other Game Mechanics Categories
  29. 6.7.1Game Flow
  30. 6.8Technical Design Document
  31. 6.9Summary

7Introduction to “Headless” Game Design

  1. 7.1What is a “Headless” design?
  2. 7.2Applying “Headless” to “Traditional” Game Design
  3. IIIPart II - Design

8Front-end or “Full-stack” Architecture

  1. 8.1Game’s Front-Door
  2. 8.1.1Game SEO
  3. 8.1.2Achieving Blazing Speed
  4. 8.1.3Creating a Mobile Index Page
  5. 8.1.4Creating Your Index Page (Traditional Method)
  6. 8.1.5Index Page
  7. 8.1.6What is a Namespace?
  8. 8.1.7Game Flow & Management
  9. 8.2Game Phases & Menus as Modules
  10. 8.2.1Deeper Dive: “Modern JavaScript Modules”
  11. You Don’t Know JS (Quote)
  12. 8.2.2Initialize State
  13. 8.2.3Boot / Preload state(s)
  14. 8.2.4Games on the local device (ES6 Example Files)
  15. 8.3Skeleton State file
  16. 8.3.1Splash
  17. 8.3.2Main Menu
  18. 8.3.3Play
  19. 8.3.4Game Over - Win or Lose?
  20. 8.3.5Ads & In-game Purchases
  21. Why I Stopped Including In-App Purchases To Remove Ads
  22. 8.3.6Other Supporting Menus
  23. 8.3.7Game License
  24. 8.3.8Managing Game Upgrades
  25. 8.4Summary
  26. 8.5Chapter Footnotes

9Drafting a Game Mock-up

  1. 9.1Creating Prototype Mechanisms — 4-Step method
  2. 9.1.1What features are included?
  3. Deconstruction
  4. 9.1.2What features are mandatory?
  5. 9.1.3How will you encode it?
  6. 9.1.4Design Architecture: Top Down
  7. 9.1.5Design Architecture: Object-Oriented (OOAD)
  8. 9.1.6Design Architecture: OLOO
  9. 9.1.7Design Architecture: “Bottom-up”
  10. 9.1.8Alternate Design Options
  11. 9.1.9Bottom-Up vs. “Oh! Oh!” vs. “OLOO” vs. Top-Down
  12. 9.1.10What’s your timeline?
  13. 9.1.11Are you ready?
  14. “ACTUALLY START MAKING THE DAMN GAME”
  15. 9.2Game Recipe™ Summarized:
  16. 9.2.1Development:
  17. 9.2.2Design:
  18. 9.2.3Encoding:
  19. IVPart III: Production
  20. VPart IV - Distribution

10Game Distribution

  1. “How to publish a game on the web??”
  2. 10.1Introduction: 8-Step Deployment Method.
  3. 10.2Distribution Preparation
  4. Distribution in a “nut shell”
  5. 10.2.1Development vs. Production
  6. 10.3Create A Game Pipeline
  7. 10.4Preparing for WebXR Deployment
  8. Does mobile gaming still need publishers?

11Marketing Channels

  1. 11.1Channel Selection
  2. 11.2What do I need?
  3. 11.2.1Advertising
  4. Quoted from Pocket Gamer.biz JAN 2020
  5. 11.2.2Deeper Dive: “Playable” Ads
  6. 11.2.3Partnerships & Sponsors
  7. 11.2.4Retail
  8. 11.2.5Billing
  9. 11.2.6Data
  10. 11.2.7Player Interactions
  11. 11.2.8Paraphernalia Merchandising
  12. 11.3Chapter Reference
  13. VIPart V: “IoT” Front-ends!

12Full-Stack vs Headless

  1. 12.1Front-End Systems
  2. 12.2Back-End Systems - Content-as-a-Service

13Traditional “Full-stack” CMS

  1. 13.0.1CodeIgniter CMS “Step-by-Step”
  2. 13.0.2Game Shell (the “Click Dummy”)

14What’s next?

  1. 14.1Book Review Protocol
  2. 14.2Tell the world about your game!
  3. Appendix

More Resources

  1. JavaScript Garden
  2. Additional Appendices
  3. Other resources:
  4. Selling your Game Assets

Appendix: Online Game Development

Appendix: Making WebXR Games!

Appendix: Phaser III Plugins

Appendix: “How to Start a WebSocket”

  1. Testing Your Browser
  2. Test sites:
  3. WebSocket Protocol Handshake
  4. Deeper Dive: WebSocket API
  5. Sample Source Code: Client-side WebSocket
  6. Step #1: Game index page
  7. Step #2: Generate Event handlers

Appendix: Project Mgmt Methods

  1. Prototyping
  2. Basic Principles
  3. Strengths:
  4. Weaknesses:
  5. Situations where most appropriate:
  6. Situations where least appropriate:
  7. Incremental
  8. Basic Principles:
  9. Strengths:
  10. Weaknesses:
  11. Situations where most appropriate:
  12. Situations where least appropriate:
  13. Spiral
  14. Basic Principles:
  15. Strengths:
  16. Weaknesses:
  17. Situations where most appropriate:
  18. Situations where least appropriate:
  19. Rapid Application Development (RAD)
  20. Basic Principles:**
  21. Strengths:
  22. Weaknesses:
  23. Situations where most appropriate:
  24. Situations where least appropriate:
  25. Test-Driven Development
  26. Basic Principles:
  27. Expected Benefits
  28. Common Pitfalls
  29. Typical team pitfalls include:
  30. Signs of Use
  31. Skill Levels
  32. Further Reading on Test Driven Development
  33. Game Project Management Foot Notes:

The Leanpub 60 Day 100% Happiness Guarantee

Within 60 days of purchase you can get a 100% refund on any Leanpub purchase, in two clicks.

Now, this is technically risky for us, since you'll have the book or course files either way. But we're so confident in our products and services, and in our authors and readers, that we're happy to offer a full money back guarantee for everything we sell.

You can only find out how good something is by trying it, and because of our 100% money back guarantee there's literally no risk to do so!

So, there's no reason not to click the Add to Cart button, is there?

See full terms...

Earn $8 on a $10 Purchase, and $16 on a $20 Purchase

We pay 80% royalties on purchases of $7.99 or more, and 80% royalties minus a 50 cent flat fee on purchases between $0.99 and $7.98. You earn $8 on a $10 sale, and $16 on a $20 sale. So, if we sell 5000 non-refunded copies of your book for $20, you'll earn $80,000.

(Yes, some authors have already earned much more than that on Leanpub.)

In fact, authors have earned over $14 million writing, publishing and selling on Leanpub.

Learn more about writing on Leanpub

Free Updates. DRM Free.

If you buy a Leanpub book, you get free updates for as long as the author updates the book! Many authors use Leanpub to publish their books in-progress, while they are writing them. All readers get free updates, regardless of when they bought the book or how much they paid (including free).

Most Leanpub books are available in PDF (for computers) and EPUB (for phones, tablets and Kindle). The formats that a book includes are shown at the top right corner of this page.

Finally, Leanpub books don't have any DRM copy-protection nonsense, so you can easily read them on any supported device.

Learn more about Leanpub's ebook formats and where to read them

Write and Publish on Leanpub

You can use Leanpub to easily write, publish and sell in-progress and completed ebooks and online courses!

Leanpub is a powerful platform for serious authors, combining a simple, elegant writing and publishing workflow with a store focused on selling in-progress ebooks.

Leanpub is a magical typewriter for authors: just write in plain text, and to publish your ebook, just click a button. (Or, if you are producing your ebook your own way, you can even upload your own PDF and/or EPUB files and then publish with one click!) It really is that easy.

Learn more about writing on Leanpub