Crunch Mode

Crunch Mode PDF Author: John Boddie
Publisher: Prentice Hall
ISBN:
Category : Computers
Languages : en
Pages : 218

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Book Description

Crunch Mode

Crunch Mode PDF Author: John Boddie
Publisher: Prentice Hall
ISBN:
Category : Computers
Languages : en
Pages : 218

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Book Description


Developing Online Games

Developing Online Games PDF Author: Jessica Mulligan
Publisher: New Riders
ISBN: 9781592730001
Category : Computers
Languages : en
Pages : 532

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Book Description
A soup-to-nuts overview of just what it takes to successfully design, develop and manage an online game. Learn from the top two online game developers through the real-world successes and mistakes not known to others. There are Case studies from 10+ industry leaders, including Raph Koster, J. Baron, R. Bartle, D. Schubert, A. Macris, and more! Covers all types of online games: Retail Hybrids, Persistent Worlds, and console games. Developing Online Games provides insight into designing, developing and managing online games that is available nowhere else. Online game programming guru Jessica Mulligan and seasoned exec Bridgette Patrovsky provide insights into the industry that will allow others entering this market to avoid the mistakes of the past. In addition to their own experiences, the authors provide interviews, insight and anecdotes from over twenty of the most well-known and experienced online game insiders. The book includes case studies of the successes and failures of today's most well-known online games. There is also a special section for senior executives on how to budget an online game and how to assemble the right development and management teams. The book ends with a look at the future of online gaming: not only online console gaming (Xbox Online, Playstation 2), but the emerging mobile device game market (cell phones, wireless, PDA).

Producing Games

Producing Games PDF Author: D S. Cohen
Publisher: CRC Press
ISBN: 1136138781
Category : Art
Languages : en
Pages : 305

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Book Description
Computer games are big business - tens of billions of dollars are spent annually by the worldwide video games market. The cost of producing video games has ballooned to beyond $20 million dollars in many cases, and team sizes are quickly growing past 100 team members. At the center of this storm is the producer - one person who transforms the money, the hours spent by the team, and the latest technology into a work of art that millions of people will call fun. This book will dig deeply into the role of the producer and expose secrets of game production that stand the test of time: how to build a great team, how to plan a major game development project, and how to pull the development team toward the vision of a great game.

Developer's Dilemma

Developer's Dilemma PDF Author: Casey O'Donnell
Publisher: MIT Press
ISBN: 0262028190
Category : Technology & Engineering
Languages : en
Pages : 351

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Book Description
An examination of work—including the organization of work and the market forces that surround it—through the lens of the collaborative practice of game development. Rank-and-file game developers bring videogames from concept to product, and yet their work is almost invisible, hidden behind the famous names of publishers, executives, or console manufacturers. In this book, Casey O’Donnell examines the creative collaborative practice of typical game developers. His investigation of why game developers work the way they do sheds light on our understanding of work, the organization of work, and the market forces that shape (and are shaped by) media industries. O’Donnell shows that the ability to play with the underlying systems—technical, conceptual, and social—is at the core of creative and collaborative practice, which is central to the New Economy. When access to underlying systems is undermined, so too is creative collaborative process. Drawing on extensive fieldwork in game studios in the United States and India, O’Donnell stakes out new territory empirically, conceptually, and methodologically. Mimicking the structure of videogames, the book is divided into worlds, within which are levels; and each world ends with a boss fight, a “rant” about lessons learned and tools mastered. O’Donnell describes the process of videogame development from pre-production through production, considering such aspects as experimental systems, “socially mandatory” overtime, and the perpetual startup machine that exhausts young, initially enthusiastic workers. He links work practice to broader systems of publishing, manufacturing, and distribution; introduces the concept of a privileged “actor-intra-internetwork”; and describes patent and copyright enforcement by industry and the state.

Jim Marshall, the Father of Loud

Jim Marshall, the Father of Loud PDF Author: Rich Maloof
Publisher: Hal Leonard Corporation
ISBN: 9780879308032
Category : Biography & Autobiography
Languages : en
Pages : 268

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Book Description
And so Marshall's tone obsession began, with Jim constantly improving his amp designs, listening to players' needs, and inventing new ways to satisfy them. Since the '60s, his amps have attracted some of the greatest guitarists in rock history, from Jimi Hendrix, Eric Clapton, Jeff Beck, and Jimmy Page to Billy Gibbons, Eddie Van Halen, Slash, and Zakk Wylde."

Fighting For Time

Fighting For Time PDF Author: Cynthia Fuchs Epstein
Publisher: Russell Sage Foundation
ISBN: 1610441877
Category : Business & Economics
Languages : en
Pages : 365

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Book Description
Though there are still just twenty-four hours in a day, society's idea of who should be doing what and when has shifted. Time, the ultimate scarce resource, has become an increasingly contested battle zone in American life, with work, family, and personal obligations pulling individuals in conflicting directions. In Fighting for Time, editors Cynthia Fuchs Epstein and Arne Kalleberg bring together a team of distinguished sociologists and management analysts to examine the social construction of time and its importance in American culture. Fighting for Time opens with an exploration of changes in time spent at work—both when people are on the job and the number of hours they spend there—and the consequences of those changes for individuals and families. Contributors Jerry Jacobs and Kathleen Gerson find that the relative constancy of the average workweek in America over the last thirty years hides the fact that blue-collar workers are putting in fewer hours while more educated white-collar workers are putting in more. Rudy Fenwick and Mark Tausig look at the effect of nonstandard schedules on workers' health and family life. They find that working unconventional hours can increase family stress, but that control over one's work schedule improves family, social, and health outcomes for workers. The book then turns to an examination of how time influences the organization and control of work. The British insurance company studied by David Collinson and Margaret Collinson is an example of a culture where employees are judged on the number of hours they work rather than on their productivity. There, managers are under intense pressure not to take legally guaranteed parental leave, and clocks are banned from the office walls so that employees will work without regard to the time. In the book's final section, the contributors examine how time can have different meanings for men and women. Cynthia Fuchs Epstein points out that professional women and stay-at-home fathers face social disapproval for spending too much time on activities that do not conform to socially prescribed gender roles—men are mocked by coworkers for taking paternity leave, while working mothers are chastised for leaving their children to the care of others. Fighting for Time challenges assumptions about the relationship between time and work, revealing that time is a fluid concept that derives its importance from cultural attitudes, social psychological processes, and the exercise of power. Its insight will be of interest to sociologists, economists, social psychologists, business leaders, and anyone interested in the work-life balance.

Troubled IT Projects

Troubled IT Projects PDF Author: John M. Smith
Publisher: IET
ISBN: 0852961049
Category : Business & Economics
Languages : en
Pages : 272

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Book Description
After a career as practitioner and now consultant in information technology, Smith has noticed recurring reasons for the outright failure or, more commonly, the lingering ill health of a project that bleeds both vender and buyer white. First he sets out the 40 most common underlying problems, then describes ways to avoid them. Annotation copyrighted by Book News, Inc., Portland, OR

Handbook of Neuroscience for the Behavioral Sciences, Volume 1

Handbook of Neuroscience for the Behavioral Sciences, Volume 1 PDF Author: Gary G. Berntson
Publisher: John Wiley & Sons
ISBN: 0470083565
Category : Psychology
Languages : en
Pages : 722

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Book Description
As technology has made imaging of the brain noninvasive and inexpensive, nearly every psychologist in every subfield is using pictures of the brain to show biological connections to feelings and behavior. Handbook of Neuroscience for the Behavioral Sciences, Volume I provides psychologists and other behavioral scientists with a solid foundation in the increasingly critical field of neuroscience. Current and accessible, this volume provides the information they need to understand the new biological bases, research tools, and implications of brain and gene research as it relates to psychology.

The Boss Book

The Boss Book PDF Author: Hal Leonard Publishing Corporation
Publisher: Hal Leonard Corporation
ISBN: 9780634044809
Category : Music
Languages : en
Pages : 124

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Book Description
Book Why have guitarists bought over seven million Boss compact effects? Read this book and you'll understand! The Boss Book includes: the story in complete detail of every Boss compact effect ever made; super color photos, design history, trivia, tricks and secrets; candid interviews with the Boss founder and design engineers; essays on musical trends and famous players; and much more. As a bonus, the accompanying CD features 72 guitar sounds with control settings and detailed equipment set-ups so you can take your guitar playing to another dimension! "I've used Boss pedals since their inception ... For me, Boss has always stood for simplicity, reliability and great sounding, very high-quality effects." Jeff "Skunk" Baxter (Doobie Bros., Steely Dan)

Scaling Teams

Scaling Teams PDF Author: Alexander Grosse
Publisher: "O'Reilly Media, Inc."
ISBN: 1491952245
Category : Business & Economics
Languages : en
Pages : 282

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Book Description
Leading a fast-growing team is a uniquely challenging experience. Startups with a hot product often double or triple in size quickly—a recipe for chaos if company leaders aren’t prepared for the pitfalls of hyper-growth. If you’re leading a startup or a new team between 10 and 150 people, this guide provides a practical approach to managing your way through these challenges. Each section covers essential strategies and tactics for managing growth, starting with a single team and exploring typical scaling points as the team grows in size and complexity. The book also provides many examples and lessons learned, based on the authors’ experience and interviews with industry leaders. Learn how to make the most of: Hiring: Learn a scalable hiring process for growing your team People management: Use 1-on-1 mentorship, dispute resolution, and other techniques to ensure your team is happy and productive Organization: Motivate employees by applying five organizational design principles Culture: Build a culture that can evolve as you grow, while remaining connected to the team’s core values Communication: Ensure that important information—and only the important stuff—gets through