Surviving Game School...and the Game Industry After That

Surviving Game School...and the Game Industry After That PDF Author: Michael Lynch
Publisher: CRC Press
ISBN: 1351339699
Category : Computers
Languages : en
Pages : 469

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Book Description
Surviving Game School speaks about what to expect in a top game design or game development college program, and what to expect once students get out. Making games is not at all the same as playing games. Uncommonly blunt, the book reveals the rigors – and the joys – of working in this industry. Along the way the book touches on themes of time management, creativity, teamwork, and burnout. The authors explore the impact working in the game industry can have on personal relationships and family life. The book closes with advice about life’s goals and building and keeping a sensible balance between work and everything else.

Surviving Game School...and the Game Industry After That

Surviving Game School...and the Game Industry After That PDF Author: Michael Lynch
Publisher: CRC Press
ISBN: 1351339699
Category : Computers
Languages : en
Pages : 469

Get Book Here

Book Description
Surviving Game School speaks about what to expect in a top game design or game development college program, and what to expect once students get out. Making games is not at all the same as playing games. Uncommonly blunt, the book reveals the rigors – and the joys – of working in this industry. Along the way the book touches on themes of time management, creativity, teamwork, and burnout. The authors explore the impact working in the game industry can have on personal relationships and family life. The book closes with advice about life’s goals and building and keeping a sensible balance between work and everything else.

The Game Production Toolbox

The Game Production Toolbox PDF Author: Heather Maxwell Chandler
Publisher: CRC Press
ISBN: 0429801777
Category : Computers
Languages : en
Pages : 330

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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.

Encyclopedia of Video Games [3 volumes]

Encyclopedia of Video Games [3 volumes] PDF Author: Mark J. P. Wolf
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Games & Activities
Languages : en
Pages : 1173

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Book Description
Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.

School and Home Education

School and Home Education PDF Author:
Publisher:
ISBN:
Category : Education
Languages : en
Pages : 368

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Book Description


Flash of Genius

Flash of Genius PDF Author: John Seabrook
Publisher: Macmillan
ISBN: 9780312535728
Category : Biography & Autobiography
Languages : en
Pages : 388

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Book Description
Essays explore inspiration and entrepreneurship in everyday Americans, including the story of Bob Kearns, who invented the intermittent windshield wiper.

New Pedagogical Approaches in Game Enhanced Learning

New Pedagogical Approaches in Game Enhanced Learning PDF Author: Sara de Freitas
Publisher: IGI Global
ISBN: 1466639512
Category : Education
Languages : en
Pages : 321

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Book Description
"This book addresses the major challenges associated with adopting digital games into a standard curriculum, providing fresh perspectives from current practitioners in the education field"--Provided by publisher.

Teaching and Reading New Adult Literature in High School and College

Teaching and Reading New Adult Literature in High School and College PDF Author: Sharon Kane
Publisher: Taylor & Francis
ISBN: 100068895X
Category : Language Arts & Disciplines
Languages : en
Pages : 221

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Book Description
An introduction to the rapidly growing category of New Adult (NA) literature, this text provides a roadmap to understanding and introducing NA books to young people in high school, college, libraries, and other settings. As a window into the experiences and unique challenges that young and new adults encounter, New Adult literature intersects with but is distinct from Young Adult literature. This rich resource provides a framework, methods, and plentiful reading recommendations by genre, theme, and discipline on New Adult literature. Starting with a definition of New Adult literature, Kane demonstrates how the inclusion of NA literature helps support and encourage a love of reading. Chapters address important topics that are relevant to young people, including post-high school life, early careers, relationships, activism, and social change. Each chapter features text sets, instructional strategies, writing prompts, and activities to invite and encourage young people to be reflective and engaged in responding to thought-provoking texts. A welcome text for professors of literacy and literature instruction, first-year college instructors, researchers, librarians, and educators, this book provides new ways to assist students as they embark upon the next stage of their lives and is essential reading for courses on teaching literature.

FIFA World Cup and Beyond

FIFA World Cup and Beyond PDF Author: Kausik Bandyopadhyay
Publisher: Routledge
ISBN: 1351181912
Category : Sports & Recreation
Languages : en
Pages : 212

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Book Description
Soccer, the most popular mass spectator sport in the world, has long been a site which articulates the complexities and diversities of the everyday life of the nation. The imaging and prioritization of the game as a ‘national’ or an ‘international’ event in public opinion and the media also play a critical role in transforming the soccer culture of a nation. In this context, the FIFA World Cup remains the grand spectacle for asserting the identity of the nation. This book intends to offer eclectic perspectives and discourses on the FIFA World Cup, and to throw light on the changing dimensions of football and sports culture in terms of identity, race, ethnicity, gender, fandom, governance, and so on. On the one hand, it focuses on the significance of the FIFA World Cup for nations in terms of hosting, performance, playing style, and identity formation. On the other, it looks beyond the World Cup to highlight the growing importance of a host of perspectives in sport in general and football in particular with reference to art, fandom, gender, media, and governance. The chapters in this book were originally published as a special issue of Sport in Society.

Copyright Law Revision

Copyright Law Revision PDF Author: United States. Congress. House. Committee on the Judiciary. Subcommittee on Courts, Civil Liberties, and the Administration of Justice
Publisher:
ISBN:
Category : Copyright
Languages : en
Pages : 860

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Book Description


Atari to Zelda

Atari to Zelda PDF Author: Mia Consalvo
Publisher: MIT Press
ISBN: 0262545764
Category : Games & Activities
Languages : en
Pages : 269

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Book Description
The cross-cultural interactions of Japanese videogames and the West—from DIY localization by fans to corporate strategies of “Japaneseness.” In the early days of arcades and Nintendo, many players didn’t recognize Japanese games as coming from Japan; they were simply new and interesting games to play. But since then, fans, media, and the games industry have thought further about the “Japaneseness” of particular games. Game developers try to decide whether a game's Japaneseness is a selling point or stumbling block; critics try to determine what elements in a game express its Japaneseness—cultural motifs or technical markers. Games were “localized,” subjected to sociocultural and technical tinkering. In this book, Mia Consalvo looks at what happens when Japanese games travel outside Japan, and how they are played, thought about, and transformed by individuals, companies, and groups in the West. Consalvo begins with players, first exploring North American players’ interest in Japanese games (and Japanese culture in general) and then investigating players’ DIY localization of games, in the form of ROM hacking and fan translating. She analyzes several Japanese games released in North America and looks in detail at the Japanese game company Square Enix. She examines indie and corporate localization work, and the rise of the professional culture broker. Finally, she compares different approaches to Japaneseness in games sold in the West and considers how Japanese games have influenced Western games developers. Her account reveals surprising cross-cultural interactions between Japanese games and Western game developers and players, between Japaneseness and the market.