Author: Marc Mencher
Publisher: New Riders Publishing
ISBN: 9780735713079
Category : Business & Economics
Languages : en
Pages : 324
Book Description
Learn from industry insiders at Sony, Pixar, InfoGames, Electronic Arts and Midway about how they got in the game. Despite the fact that the games industry has now surpassed films in terms of size and revenues, there is a dearth of information on how to get a job in the industry.This book answers those questions.
Get in the Game!
Author: Marc Mencher
Publisher: New Riders Publishing
ISBN: 9780735713079
Category : Business & Economics
Languages : en
Pages : 324
Book Description
Learn from industry insiders at Sony, Pixar, InfoGames, Electronic Arts and Midway about how they got in the game. Despite the fact that the games industry has now surpassed films in terms of size and revenues, there is a dearth of information on how to get a job in the industry.This book answers those questions.
Publisher: New Riders Publishing
ISBN: 9780735713079
Category : Business & Economics
Languages : en
Pages : 324
Book Description
Learn from industry insiders at Sony, Pixar, InfoGames, Electronic Arts and Midway about how they got in the game. Despite the fact that the games industry has now surpassed films in terms of size and revenues, there is a dearth of information on how to get a job in the industry.This book answers those questions.
Careers in the Computer Game Industry
Author: Dave Gerardi
Publisher: The Rosen Publishing Group, Inc
ISBN: 9781404202528
Category : Business & Economics
Languages : en
Pages : 154
Book Description
Provides an overview of the professional opportunities in the computer game industry, discusses educational requirements, and includes information on responsibilities and employment outlook.
Publisher: The Rosen Publishing Group, Inc
ISBN: 9781404202528
Category : Business & Economics
Languages : en
Pages : 154
Book Description
Provides an overview of the professional opportunities in the computer game industry, discusses educational requirements, and includes information on responsibilities and employment outlook.
Hot Jobs in Video Games
Author: Joe Funk
Publisher: Scholastic Inc.
ISBN: 0545218500
Category : Juvenile Nonfiction
Languages : en
Pages : 130
Book Description
Every gamer dreams of getting paid to play their favourite video games! But it's not just a dream. There are a ton of amazingly cool jobs in computer and video games, and gamers can learn all about those careers in this book. Packed with basic facts, education suggestions, and interviews with professional gamers, this book is perfect for video game fans everywhere!
Publisher: Scholastic Inc.
ISBN: 0545218500
Category : Juvenile Nonfiction
Languages : en
Pages : 130
Book Description
Every gamer dreams of getting paid to play their favourite video games! But it's not just a dream. There are a ton of amazingly cool jobs in computer and video games, and gamers can learn all about those careers in this book. Packed with basic facts, education suggestions, and interviews with professional gamers, this book is perfect for video game fans everywhere!
Video Games
Author: Andy Bossom
Publisher: Bloomsbury Publishing
ISBN: 1474255426
Category : Computers
Languages : en
Pages : 209
Book Description
A highly visual, example-led introduction to the video game industry, its context and practitioners. Video Games explores the industry's diversity and breadth through its online communities and changing demographics, branding and intellectual property, and handheld and mobile culture. Bossom and Dunning offer insights into the creative processes involved in making games, the global business behind the big budget productions, console and online markets, as well as web and app gaming. With 19 interviews exploring the diversity of roles and different perspectives on the game industry you'll enjoy learning from a range of international practitioners.
Publisher: Bloomsbury Publishing
ISBN: 1474255426
Category : Computers
Languages : en
Pages : 209
Book Description
A highly visual, example-led introduction to the video game industry, its context and practitioners. Video Games explores the industry's diversity and breadth through its online communities and changing demographics, branding and intellectual property, and handheld and mobile culture. Bossom and Dunning offer insights into the creative processes involved in making games, the global business behind the big budget productions, console and online markets, as well as web and app gaming. With 19 interviews exploring the diversity of roles and different perspectives on the game industry you'll enjoy learning from a range of international practitioners.
How to Become a Video Game Artist
Author: Sam R. Kennedy
Publisher: Watson-Guptill
ISBN: 0823008096
Category : Art
Languages : en
Pages : 162
Book Description
Become a Player in the Business of Video Game Art Every year video games generate billions of dollars and some of the most dynamic and engaging artwork today. It’s an ever-growing field that holds great professional opportunity, but you need the right skills and savvy if you want to stake your claim. In How to Become a Video Game Artist, veteran video game designer Sam R. Kennedy provides the inside track on everything you need to forge a career in the world of video game art. Starting with the basics of game creation and a look at the artistic skills necessary to get started, Kennedy spotlights specific, key roles for creators—from concept artists to character animators to marketing artists and beyond. Each chapter features screenshots from popular video games like Tom Clancy’s Ghost Recon and World of Warcraft; interviews with video game art professionals who’ve worked for top gaming companies like BioWare, Blizzard, and Ubisoft; step-by-step examples of actual game art; and detailed breakdowns of the training and portfolio samples you’ll need to make these jobs your own. For anyone who wants to go from gamer to game designer, this book contains all the secrets you’ll need to rise to the top of one of the most exciting industries of our time.
Publisher: Watson-Guptill
ISBN: 0823008096
Category : Art
Languages : en
Pages : 162
Book Description
Become a Player in the Business of Video Game Art Every year video games generate billions of dollars and some of the most dynamic and engaging artwork today. It’s an ever-growing field that holds great professional opportunity, but you need the right skills and savvy if you want to stake your claim. In How to Become a Video Game Artist, veteran video game designer Sam R. Kennedy provides the inside track on everything you need to forge a career in the world of video game art. Starting with the basics of game creation and a look at the artistic skills necessary to get started, Kennedy spotlights specific, key roles for creators—from concept artists to character animators to marketing artists and beyond. Each chapter features screenshots from popular video games like Tom Clancy’s Ghost Recon and World of Warcraft; interviews with video game art professionals who’ve worked for top gaming companies like BioWare, Blizzard, and Ubisoft; step-by-step examples of actual game art; and detailed breakdowns of the training and portfolio samples you’ll need to make these jobs your own. For anyone who wants to go from gamer to game designer, this book contains all the secrets you’ll need to rise to the top of one of the most exciting industries of our time.
Paid to Play
Author: David S. J. Hodgson
Publisher: Prima Games
ISBN: 9780761552840
Category : Computer games
Languages : en
Pages : 0
Book Description
Offers a review of employment opportunities in the computer games industry, describing the different types of jobs that are available, the qualifications that are needed, responsibilities, and salary potential.
Publisher: Prima Games
ISBN: 9780761552840
Category : Computer games
Languages : en
Pages : 0
Book Description
Offers a review of employment opportunities in the computer games industry, describing the different types of jobs that are available, the qualifications that are needed, responsibilities, and salary potential.
Breaking Into the Game Industry
Author: Brenda Brathwaite
Publisher: Course Technology
ISBN: 9781435458048
Category : Computer games industry
Languages : en
Pages : 0
Book Description
Provides an overview of the game industry and offers advice from experienced professionals on entering the video game industry.
Publisher: Course Technology
ISBN: 9781435458048
Category : Computer games industry
Languages : en
Pages : 0
Book Description
Provides an overview of the game industry and offers advice from experienced professionals on entering the video game industry.
Gender Divide and the Computer Game Industry
Author: Julie Prescott
Publisher:
ISBN: 9781466645349
Category : Sex discrimination in employment
Languages : en
Pages : 0
Book Description
While women maintain an increased visibility in the games culture, the issues involving gender in computing gaming is still relevant; and it is evident that the industry could benefit from the involvement of women in all aspects from consumer to developer. Gender Divide and the Computer Game Industry takes a look at the games industry from a gendered perspective and highlights the variety of ways in which women remain underrepresented in this industry. This reference source provides a comprehensive overview on the issue of gender, computer games, and the ICT sector. It supplies students and academics in numerous disciplines with the concerns of the computer games industry, male dominated occupations, and the complexity of gender in the workforce.
Publisher:
ISBN: 9781466645349
Category : Sex discrimination in employment
Languages : en
Pages : 0
Book Description
While women maintain an increased visibility in the games culture, the issues involving gender in computing gaming is still relevant; and it is evident that the industry could benefit from the involvement of women in all aspects from consumer to developer. Gender Divide and the Computer Game Industry takes a look at the games industry from a gendered perspective and highlights the variety of ways in which women remain underrepresented in this industry. This reference source provides a comprehensive overview on the issue of gender, computer games, and the ICT sector. It supplies students and academics in numerous disciplines with the concerns of the computer games industry, male dominated occupations, and the complexity of gender in the workforce.
A Precarious Game
Author: Ergin Bulut
Publisher: Cornell University Press
ISBN: 1501746553
Category : Political Science
Languages : en
Pages : 142
Book Description
A Precarious Game is an ethnographic examination of video game production. The developers that Ergin Bulut researched for almost three years in a medium-sized studio in the U.S. loved making video games that millions play. Only some, however, can enjoy this dream job, which can be precarious and alienating for many others. That is, the passion of a predominantly white-male labor force relies on material inequalities involving the sacrificial labor of their families, unacknowledged work of precarious testers, and thousands of racialized and gendered workers in the Global South. A Precarious Game explores the politics of doing what one loves. In the context of work, passion and love imply freedom, participation, and choice, but in fact they accelerate self-exploitation and can impose emotional toxicity on other workers by forcing them to work endless hours. Bulut argues that such ludic discourses in the game industry disguise the racialized and gendered inequalities on which a profitable transnational industry thrives. Within capitalism, work is not just an economic matter, and the political nature of employment and love can still be undemocratic even when based on mutual consent. As Bulut demonstrates, rather than considering work simply as a matter of economics based on trade-offs in the workplace, we should consider the question of work and love as one of democracy rooted in politics.
Publisher: Cornell University Press
ISBN: 1501746553
Category : Political Science
Languages : en
Pages : 142
Book Description
A Precarious Game is an ethnographic examination of video game production. The developers that Ergin Bulut researched for almost three years in a medium-sized studio in the U.S. loved making video games that millions play. Only some, however, can enjoy this dream job, which can be precarious and alienating for many others. That is, the passion of a predominantly white-male labor force relies on material inequalities involving the sacrificial labor of their families, unacknowledged work of precarious testers, and thousands of racialized and gendered workers in the Global South. A Precarious Game explores the politics of doing what one loves. In the context of work, passion and love imply freedom, participation, and choice, but in fact they accelerate self-exploitation and can impose emotional toxicity on other workers by forcing them to work endless hours. Bulut argues that such ludic discourses in the game industry disguise the racialized and gendered inequalities on which a profitable transnational industry thrives. Within capitalism, work is not just an economic matter, and the political nature of employment and love can still be undemocratic even when based on mutual consent. As Bulut demonstrates, rather than considering work simply as a matter of economics based on trade-offs in the workplace, we should consider the question of work and love as one of democracy rooted in politics.
Significant Zero
Author: Walt Williams
Publisher: Simon and Schuster
ISBN: 1501129953
Category : Biography & Autobiography
Languages : en
Pages : 304
Book Description
"An award-winning videogame writer offers a rare behind-the-scenes look inside the gaming industry, and expands on how games are transformed from mere toys into meaningful, artistic experiences"--
Publisher: Simon and Schuster
ISBN: 1501129953
Category : Biography & Autobiography
Languages : en
Pages : 304
Book Description
"An award-winning videogame writer offers a rare behind-the-scenes look inside the gaming industry, and expands on how games are transformed from mere toys into meaningful, artistic experiences"--