Author: Erik Bethke
Publisher: Wordware Publishing, Inc.
ISBN: 1556229518
Category : Business & Economics
Languages : en
Pages : 436
Book Description
A handbook for game development with coverage of both team management topics, such as task tracking and creating the technical design document, and outsourcing strategies for contents, such as motion capture and voice-over talent. It covers various aspects of game development.
Game Development and Production
Author: Erik Bethke
Publisher: Wordware Publishing, Inc.
ISBN: 1556229518
Category : Business & Economics
Languages : en
Pages : 436
Book Description
A handbook for game development with coverage of both team management topics, such as task tracking and creating the technical design document, and outsourcing strategies for contents, such as motion capture and voice-over talent. It covers various aspects of game development.
Publisher: Wordware Publishing, Inc.
ISBN: 1556229518
Category : Business & Economics
Languages : en
Pages : 436
Book Description
A handbook for game development with coverage of both team management topics, such as task tracking and creating the technical design document, and outsourcing strategies for contents, such as motion capture and voice-over talent. It covers various aspects of game development.
A Playful Production Process
Author: Richard Lemarchand
Publisher: MIT Press
ISBN: 0262045516
Category : Computers
Languages : en
Pages : 409
Book Description
How to achieve a happier and healthier game design process by connecting the creative aspects of game design with techniques for effective project management. This book teaches game designers, aspiring game developers, and game design students how to take a digital game project from start to finish—from conceptualizing and designing to building, playtesting, and iterating—while avoiding the uncontrolled overwork known among developers as “crunch.” Written by a legendary game designer, A Playful Production Process outlines a process that connects the creative aspects of game design with proven techniques for effective project management. The book outlines four project phases—ideation, preproduction, full production, and post-production—that give designers and developers the milestones they need to advance from the first glimmerings of an idea to a finished game.
Publisher: MIT Press
ISBN: 0262045516
Category : Computers
Languages : en
Pages : 409
Book Description
How to achieve a happier and healthier game design process by connecting the creative aspects of game design with techniques for effective project management. This book teaches game designers, aspiring game developers, and game design students how to take a digital game project from start to finish—from conceptualizing and designing to building, playtesting, and iterating—while avoiding the uncontrolled overwork known among developers as “crunch.” Written by a legendary game designer, A Playful Production Process outlines a process that connects the creative aspects of game design with proven techniques for effective project management. The book outlines four project phases—ideation, preproduction, full production, and post-production—that give designers and developers the milestones they need to advance from the first glimmerings of an idea to a finished game.
Fundamentals of Game Development
Author: Heather Chandler
Publisher: Jones & Bartlett Learning
ISBN: 0763778958
Category : Computers
Languages : en
Pages : 408
Book Description
What is a game? -- The game industry -- Roles on the team -- Teams -- Effective communication -- Game production overview -- Game concept -- Characters, setting, and story -- Game requirements -- Game plan -- Production cycle -- Voiceover and music -- Localization -- Testing and code releasing -- Marketing and public relations.
Publisher: Jones & Bartlett Learning
ISBN: 0763778958
Category : Computers
Languages : en
Pages : 408
Book Description
What is a game? -- The game industry -- Roles on the team -- Teams -- Effective communication -- Game production overview -- Game concept -- Characters, setting, and story -- Game requirements -- Game plan -- Production cycle -- Voiceover and music -- Localization -- Testing and code releasing -- Marketing and public relations.
Game Production Studies
Author: Olli Sotamaa
Publisher:
ISBN: 9789463725439
Category :
Languages : en
Pages :
Book Description
1. Production as a major factor of video game culture Media research often revolves around the triumvirate of texts, audiences, and industries as its main focal points. Writing in 2017, Aphra Kerr, the leading expert on video game industry, noted that video game production is an understudied area both in game studies and in media studies more broadly, especially when compared to how much has been written games and players. This edited collection aims to address this research gap by zooming in on particular issues connected to labor, development, publishing, and monetization and catch up on other areas of research, such as screen studies, which started paying attention to production decades ago. 2. A contextualized treatment of video game production As the first collection to exclusively focus on video game production, Game Production Studies offers a unique package of 16 chapters, which explore major themes of labor, development, publishing, and monetization. Building upon the rich foundations of production studies, the collection combines various methodological approaches in order to analyze the cultural practices of video game production. Altogether, it tackles a wide range of issues and topics and aspires to provide the go-to resource for anyone interested in video game production. 3. Timely case studies from across the world This edited collection brings together 16 all-new essays based on empirical research carried out in recent years across the world. Our contributors present case studies from Canada, China, Finland, France, Germany, Poland, and the US among other countries. Considering how fast the video game production networks are evolving, the collection provides both timely discussion of new trends and phenomena such as boutique publishers, in-game monetization regulation, or game jam natives and also historical probes into particular industries, which address the wider socio-historical context of these changes.
Publisher:
ISBN: 9789463725439
Category :
Languages : en
Pages :
Book Description
1. Production as a major factor of video game culture Media research often revolves around the triumvirate of texts, audiences, and industries as its main focal points. Writing in 2017, Aphra Kerr, the leading expert on video game industry, noted that video game production is an understudied area both in game studies and in media studies more broadly, especially when compared to how much has been written games and players. This edited collection aims to address this research gap by zooming in on particular issues connected to labor, development, publishing, and monetization and catch up on other areas of research, such as screen studies, which started paying attention to production decades ago. 2. A contextualized treatment of video game production As the first collection to exclusively focus on video game production, Game Production Studies offers a unique package of 16 chapters, which explore major themes of labor, development, publishing, and monetization. Building upon the rich foundations of production studies, the collection combines various methodological approaches in order to analyze the cultural practices of video game production. Altogether, it tackles a wide range of issues and topics and aspires to provide the go-to resource for anyone interested in video game production. 3. Timely case studies from across the world This edited collection brings together 16 all-new essays based on empirical research carried out in recent years across the world. Our contributors present case studies from Canada, China, Finland, France, Germany, Poland, and the US among other countries. Considering how fast the video game production networks are evolving, the collection provides both timely discussion of new trends and phenomena such as boutique publishers, in-game monetization regulation, or game jam natives and also historical probes into particular industries, which address the wider socio-historical context of these changes.
Beginning 3D Game Development with Unity
Author: Sue Blackman
Publisher: Apress
ISBN: 1430234237
Category : Computers
Languages : en
Pages : 985
Book Description
Beginning 3D Game Development with Unity is perfect for those who would like to come to grips with programming Unity. You may be an artist who has learned 3D tools such as 3ds Max, Maya, or Cinema 4D, or you may come from 2D tools such as Photoshop and Illustrator. On the other hand, you may just want to familiarize yourself with programming games and the latest ideas in game production. This book introduces key game production concepts in an artist-friendly way, and rapidly teaches the basic scripting skills you'll need with Unity. It goes on to show how you, as an independent game artist, can create casual interactive adventure games in the style of Telltale's Tales of Monkey Island, while also giving you a firm foundation in game logic and design. The first part of the book explains the logic involved in game interaction, and soon has you creating game assets through simple examples that you can build upon and gradually expand. In the second part, you'll build the foundations of a point-and-click style first-person adventure game—including reusable state management scripts, load/save functionality, a robust inventory system, and a bonus feature: a dynamically configured maze and mini-map. With the help of the provided 2D and 3D content, you'll learn to evaluate and deal with challenges in bite-sized pieces as the project progresses, gaining valuable problem-solving skills in interactive design. By the end of the book, you will be able to actively use the Unity 3D game engine, having learned the necessary workflows to utilize your own assets. You will also have an assortment of reusable scripts and art assets with which to build future games.
Publisher: Apress
ISBN: 1430234237
Category : Computers
Languages : en
Pages : 985
Book Description
Beginning 3D Game Development with Unity is perfect for those who would like to come to grips with programming Unity. You may be an artist who has learned 3D tools such as 3ds Max, Maya, or Cinema 4D, or you may come from 2D tools such as Photoshop and Illustrator. On the other hand, you may just want to familiarize yourself with programming games and the latest ideas in game production. This book introduces key game production concepts in an artist-friendly way, and rapidly teaches the basic scripting skills you'll need with Unity. It goes on to show how you, as an independent game artist, can create casual interactive adventure games in the style of Telltale's Tales of Monkey Island, while also giving you a firm foundation in game logic and design. The first part of the book explains the logic involved in game interaction, and soon has you creating game assets through simple examples that you can build upon and gradually expand. In the second part, you'll build the foundations of a point-and-click style first-person adventure game—including reusable state management scripts, load/save functionality, a robust inventory system, and a bonus feature: a dynamically configured maze and mini-map. With the help of the provided 2D and 3D content, you'll learn to evaluate and deal with challenges in bite-sized pieces as the project progresses, gaining valuable problem-solving skills in interactive design. By the end of the book, you will be able to actively use the Unity 3D game engine, having learned the necessary workflows to utilize your own assets. You will also have an assortment of reusable scripts and art assets with which to build future games.
End-to-End Game Development
Author: Nick Iuppa
Publisher: CRC Press
ISBN: 1136137181
Category : Art
Languages : en
Pages : 360
Book Description
You're part of a new venture, an independent gaming company, and you are about to undertake your first development project. The client wants a serious game, one with instructional goals and assessment metrics. Or you may be in a position to green light such a project yourself, believing that it can advance your organization's mission and goals. This book provides a proven process to take an independent game project from start to finish. In order to build a successful game, you need to wear many hats. There are graphic artists, software engineers, designers, producers, marketers - all take part in the process at various (coordinated) stages, and the end result is hopefully a successful game. Veteran game producers and writers (Iuppa and Borst) cover all of these areas for you, with step by step instructions and checklists to get the work done. The final section of the book offers a series of case studies from REAL indy games that have been developed and launched succesfully, and show exactly how the principles outlined in the book can be applied to real world products. The book's associated author web site offers ancillary materials & references as well as serious game demos and presentations.
Publisher: CRC Press
ISBN: 1136137181
Category : Art
Languages : en
Pages : 360
Book Description
You're part of a new venture, an independent gaming company, and you are about to undertake your first development project. The client wants a serious game, one with instructional goals and assessment metrics. Or you may be in a position to green light such a project yourself, believing that it can advance your organization's mission and goals. This book provides a proven process to take an independent game project from start to finish. In order to build a successful game, you need to wear many hats. There are graphic artists, software engineers, designers, producers, marketers - all take part in the process at various (coordinated) stages, and the end result is hopefully a successful game. Veteran game producers and writers (Iuppa and Borst) cover all of these areas for you, with step by step instructions and checklists to get the work done. The final section of the book offers a series of case studies from REAL indy games that have been developed and launched succesfully, and show exactly how the principles outlined in the book can be applied to real world products. The book's associated author web site offers ancillary materials & references as well as serious game demos and presentations.
Game Development Essentials
Author: John Hight
Publisher: Delmar Pub
ISBN: 9781418015411
Category : Business & Economics
Languages : en
Pages : 284
Book Description
Game Development Essentials is the only four-color text in the market that offers a comprehensive introduction on game project management in an informal and accessible style, while concentrating on both theory and practice. Game Development Essentials is the only four-color text in the market that offers a comprehensive introduction on game project management in an informal and accessible style, while concentrating on both theory and practice.
Publisher: Delmar Pub
ISBN: 9781418015411
Category : Business & Economics
Languages : en
Pages : 284
Book Description
Game Development Essentials is the only four-color text in the market that offers a comprehensive introduction on game project management in an informal and accessible style, while concentrating on both theory and practice. Game Development Essentials is the only four-color text in the market that offers a comprehensive introduction on game project management in an informal and accessible style, while concentrating on both theory and practice.
Agile Game Development with Scrum
Author: Clinton Keith
Publisher: Pearson Education
ISBN: 0321670280
Category : Computers
Languages : en
Pages : 615
Book Description
Deliver Better Games Faster, On Budget—And Make Game Development Fun Again! Game development is in crisis—facing bloated budgets, impossible schedules, unmanageable complexity, and death march overtime. It’s no wonder so many development studios are struggling to survive. Fortunately, there is a solution. Scrum and Agile methods are already revolutionizing development outside the game industry. Now, long-time game developer Clinton Keith shows exactly how to successfully apply these methods to the unique challenges of game development. Keith has spent more than fifteen years developing games, seven of them with Scrum and agile methods. Drawing on this unparalleled expertise, he shows how teams can use Scrum to deliver games more efficiently, rapidly, and cost-effectively; craft games that offer more entertainment value; and make life more fulfilling for development teams at the same time. You’ll learn to form successful agile teams that incorporate programmers, producers, artists, testers, and designers—and promote effective collaboration within and beyond those teams, throughout the entire process. From long-range planning to progress tracking and continuous integration, Keith offers dozens of tips, tricks, and solutions—all based firmly in reality and hard-won experience. Coverage includes Understanding Scrum’s goals, roles, and practices in the context of game development Communicating and planning your game’s vision, features, and progress Using iterative techniques to put your game into a playable state every two to four weeks— even daily Helping all team participants succeed in their roles Restoring stability and predictability to the development process Managing ambiguous requirements in a fluid marketplace Scaling Scrum to large, geographically distributed development teams Getting started: overcoming inertia and integrating Scrum into your studio’s current processes Increasingly, game developers and managers are recognizing that things can’t go on the way they have in the past. Game development organizations need a far better way to work. Agile Game Development with Scrum gives them that—and brings the profitability, creativity, and fun back to game development.
Publisher: Pearson Education
ISBN: 0321670280
Category : Computers
Languages : en
Pages : 615
Book Description
Deliver Better Games Faster, On Budget—And Make Game Development Fun Again! Game development is in crisis—facing bloated budgets, impossible schedules, unmanageable complexity, and death march overtime. It’s no wonder so many development studios are struggling to survive. Fortunately, there is a solution. Scrum and Agile methods are already revolutionizing development outside the game industry. Now, long-time game developer Clinton Keith shows exactly how to successfully apply these methods to the unique challenges of game development. Keith has spent more than fifteen years developing games, seven of them with Scrum and agile methods. Drawing on this unparalleled expertise, he shows how teams can use Scrum to deliver games more efficiently, rapidly, and cost-effectively; craft games that offer more entertainment value; and make life more fulfilling for development teams at the same time. You’ll learn to form successful agile teams that incorporate programmers, producers, artists, testers, and designers—and promote effective collaboration within and beyond those teams, throughout the entire process. From long-range planning to progress tracking and continuous integration, Keith offers dozens of tips, tricks, and solutions—all based firmly in reality and hard-won experience. Coverage includes Understanding Scrum’s goals, roles, and practices in the context of game development Communicating and planning your game’s vision, features, and progress Using iterative techniques to put your game into a playable state every two to four weeks— even daily Helping all team participants succeed in their roles Restoring stability and predictability to the development process Managing ambiguous requirements in a fluid marketplace Scaling Scrum to large, geographically distributed development teams Getting started: overcoming inertia and integrating Scrum into your studio’s current processes Increasingly, game developers and managers are recognizing that things can’t go on the way they have in the past. Game development organizations need a far better way to work. Agile Game Development with Scrum gives them that—and brings the profitability, creativity, and fun back to game development.
The Game Production Toolbox
Author: Heather Chandler
Publisher: CRC Press
ISBN: 0429801785
Category : Computers
Languages : en
Pages : 321
Book Description
The Game Production Toolbox focuses on the nuts and bolts of producing interactive content and how you can organize and support the creative, technical, and business efforts that are all part of interactive game development. This book isn’t going to tell you how to design a game or what technologies to use. Instead it provides techniques for and insights into managing, from concept to release, all the pieces that must come together in order to get a game into the hands of a player. Readers will learn about each phase of game production: prototyping, defining the requirements, assembling the team, making the game, and releasing to the players. Interviews from professional game developers give a behind-the-scenes look at what it takes to make a game. Key Features A framework for how to get an interactive game from concept to release, including information on financing and pitching to publishers and investors. Techniques for working with the game development team to get effective prototypes and documentation to prove out game concept and mechanics. Concrete information on how to plan and execute the different aspects of game production, such as audio, localization, testing, and software ratings. Advice from industry experts on managing teams, project management, communicating effectively, and keeping everyone happy. Information about working effectively with marketing, PR, and other people that are involved with the publishing and release process.
Publisher: CRC Press
ISBN: 0429801785
Category : Computers
Languages : en
Pages : 321
Book Description
The Game Production Toolbox focuses on the nuts and bolts of producing interactive content and how you can organize and support the creative, technical, and business efforts that are all part of interactive game development. This book isn’t going to tell you how to design a game or what technologies to use. Instead it provides techniques for and insights into managing, from concept to release, all the pieces that must come together in order to get a game into the hands of a player. Readers will learn about each phase of game production: prototyping, defining the requirements, assembling the team, making the game, and releasing to the players. Interviews from professional game developers give a behind-the-scenes look at what it takes to make a game. Key Features A framework for how to get an interactive game from concept to release, including information on financing and pitching to publishers and investors. Techniques for working with the game development team to get effective prototypes and documentation to prove out game concept and mechanics. Concrete information on how to plan and execute the different aspects of game production, such as audio, localization, testing, and software ratings. Advice from industry experts on managing teams, project management, communicating effectively, and keeping everyone happy. Information about working effectively with marketing, PR, and other people that are involved with the publishing and release process.
Audio for Games
Author: Alexander Brandon
Publisher: New Riders Publishing
ISBN:
Category : Computers
Languages : en
Pages : 236
Book Description
Tired of video games in which the sound lags far behind the rest of the user's experience? If so, and if you're ready to do better, you need this forward-looking volume! In these pages, sound artist extraordinaire Alexander Brandon provides a broad-ranging exploration of how game audio is created today and how it should be done in the future in order to create groundbreaking audio. After providing a map of the audio development process in Chapter 1, Alexander discusses the basic preproduction, workflow, production, post-production, and technology issues audio designers must address today. Then, after a post-mortem analysis of the audio development process for a game that's currently on the market, Alexander takes a good, hard look at the heights to which video-game audio can be taken in chapters on ideal workflow, technology, and production. Throughout, the focus is on the practical advice you need to create better (and better!) sound!
Publisher: New Riders Publishing
ISBN:
Category : Computers
Languages : en
Pages : 236
Book Description
Tired of video games in which the sound lags far behind the rest of the user's experience? If so, and if you're ready to do better, you need this forward-looking volume! In these pages, sound artist extraordinaire Alexander Brandon provides a broad-ranging exploration of how game audio is created today and how it should be done in the future in order to create groundbreaking audio. After providing a map of the audio development process in Chapter 1, Alexander discusses the basic preproduction, workflow, production, post-production, and technology issues audio designers must address today. Then, after a post-mortem analysis of the audio development process for a game that's currently on the market, Alexander takes a good, hard look at the heights to which video-game audio can be taken in chapters on ideal workflow, technology, and production. Throughout, the focus is on the practical advice you need to create better (and better!) sound!