Swift 3 Game Development, 2nd Edition
By Stephen Haney
Publisher: Packt Publishing
Final Release Date: February 2017
Pages: 258

Embrace the mobile gaming revolution by creating popular iOS games with Swift 3.0

About This Book

  • Create and design games for iPhone and iPad using SpriteKit and Swift 3.0
  • Learn the core fundamentals of SpriteKit game development and mix and match techniques to customize your game
  • This step-by-step practical guide will teach you to build games from scratch using little-known tips and strategies for maximum fun

Who This Book Is For

If you wish to create and publish fun iOS games using Swift, then this book is for you. You should be familiar with basic programming concepts. However, no prior game development or Apple ecosystem experience is required.

What You Will Learn

  • Deliver powerful graphics, physics, and sound in your game by using SpriteKit
  • Set up the scene using the new capabilities of the scene editor and custom classes
  • Maximize gameplay with little-known tips and strategies for fun and repeatable action
  • Make use of animations, graphics, and particles to polish your game
  • Understand the current mobile monetization landscape to choose the best option for your own situation
  • Integrate your game with Game Center so that your players can share their high scores and achievements
  • Publish your game to the App Store and enjoy people playing your games

In Detail

Swift is the perfect choice for game development. Developers are intrigued by Swift 3.0 and want to make use of new features to develop their best games yet. Packed with best practices and easy-to-use examples, this book leads you step by step through the development of your first Swift game.

This book starts by introducing SpriteKit and Swift's new features that can be used for game development. After setting up your first Swift project, you will build your first custom class, learn how to draw and animate your game, and add physics simulations.

Then, you will add the player character, NPCs, and powerups. To make your game more fun and engaging, you will learn how to set up scenes and backgrounds, build fun menus, and integrate with Apple Game Center to add leaderboards and achievements. You will then make your game stand out by adding animations when game objects collide, and incorporate proven techniques such as the advanced particle system and graphics. Finally, you will explore the various options available to start down the path towards monetization and publish your finished games to the App Store.

By the end of this book, you will be able to create your own iOS games using Swift and SpriteKit.

Style and approach

This project-based guide is engaging with a visually-rich approach rather than a text-heavy approach. With every chapter containing practical examples, you will understand how Swift programming works and make the most of the new features in version 3.0.

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oreillySwift 3 Game Development, 2nd Edition

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Lucidly written--code works out of the box.

By CodeWarriorI

from Mountain West USA

About Me Hobbyist--Aspiring Educational Game Maker

Verified Buyer


  • Accurate
  • Concise
  • Easy to understand
  • Helpful examples
  • Well-written


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      Comments about oreilly Swift 3 Game Development, 2nd Edition:

      I highly recommend this book/author.

      My background going into this book:
      Very basic understanding of Xcode--able to set up project and work on sample code and playgrounds using free Apple Education books 1) Intro to App Development with Swift 2) The Swift Programming Language (Swift 3.1)
      Some other somewhat limited previous experience setting up Cordova for iPhone app/programs in Xcode.

      The reason for giving background: knowing how to set up Xcode did not refer to the guidance in this book regarding setting up a programming environment.

      That said, this book was as close as I've seen in technical books to an "A" were it to receive a grade.
      1) The incorporating assets from online was a seamless experience.
      2) The code from the book was explained and/or written lucidly so as to permit understanding and be able to apply the concepts in personal projects with confidence.
      3) Also the instructions for adding code to the ongoing project were done in such a way that out of 100+/- code additions to be copy/pasted or typed I had to check against the repo twice which was easily done.
      4) The code just worked with no tinkering--which translates to truly being able to finish the project as written.

      PLEASE NOTE: I only needed to complete through Chapter 11 for my purposes. So you will need to rely on others for a review of Chapters 11 (Integrating with Game Center) and 12 (Ship it...)

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