Postmortems From Game Developer

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Postmortems From Game Developer

Author : Austin Grossman
ISBN : 9781136064616
Genre : Performing Arts
File Size : 68.20 MB
Format : PDF, ePub, Docs
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The popular Postmortem column in Game Developer magazine features firsthand accounts of how some of the most important and successful games of recent years have been made. This book offers the opportunity to harvest this expertise with one volume. The editor has organized the articles by theme and added previously unpublished analysis to reveal successful management techniques. Readers learn how superstars of the game industry like Peter Molyneux and Warren Spector have dealt with the development challenges such as managing complexity, software and game design issues, schedule challenges, and changing staff needs.
Category: Performing Arts

Distributed Game Development

Author : Tim Fields
ISBN : 9781136135415
Genre : Art
File Size : 26.8 MB
Format : PDF, Kindle
Download : 467
Read : 1295

Take control of your global game development team and make successful AAA game titles using the 'Distributed Development' model. Game industry veteran Tim Fields teaches you how to evaluate game deals, how to staff teams for highly distributed game development, and how to maintain challenging relationships in order to get great games to market. This book is filled with interviews with a broad spectrum of industry experts from top game publishers and business owners in the US and UK. A supplementary web site provides interviews from the book, a forum where developers and publishers can connect, and additional tips and tricks. Topics include:
Category: Art

Cinematic Game Secrets For Creative Directors And Producers

Author : Rich Newman
ISBN : 9781136138539
Genre : Art
File Size : 22.58 MB
Format : PDF, Kindle
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Cinematography for Games covers the space between the game and film industries by pointing out the most relevant cinematic techniques in today's hottest games, and including interviews with the game industry's greatest luminaries (including Will Wright: Sims legend, Harvey Smith, legendary game Deus Ex, Warren Spector creator of one of the original game companies, Origin). The convergence of games and film is a widely discussed and debated topic in the game industry. Many major publishers, along with some high-profile directors (John Woo, James Cameron, Steven Spielberg, Tony Scott) are exploring the middle ground between the industries. This book introduces game producers and directors to the tried and true techniques cinematographers have relied on for years. Game developers learn how to create compelling video games by: developing quality stories and characters; visualizing scenes within the game through the eyes of a cinematographer; using tried and true film industry methods for casting, voice-over, direction, and production. The book will also feature screen shots from some of today's hottest titles that illustrate key cinematic concepts, as well as advice from successful game industry professionals already using these techniques.
Category: Art

Computer Games And Technical Communication

Author : Jennifer deWinter
ISBN : 9781317162612
Genre : Language Arts & Disciplines
File Size : 75.99 MB
Format : PDF, Docs
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Taking as its point of departure the fundamental observation that games are both technical and symbolic, this collection investigates the multiple intersections between the study of computer games and the discipline of technical and professional writing. Divided into five parts, Computer Games and Technical Communication engages with questions related to workplace communities and gamic simulations; industry documentation; manuals, gameplay, and ethics; training, testing, and number crunching; and the work of games and gamifying work. In that computer games rely on a complex combination of written, verbal, visual, algorithmic, audio, and kinesthetic means to convey information, technical and professional writing scholars are uniquely poised to investigate the intersection between the technical and symbolic aspects of the computer game complex. The contributors to this volume bring to bear the analytic tools of the field to interpret the roles of communication, production, and consumption in this increasingly ubiquitous technical and symbolic medium.
Category: Language Arts & Disciplines

Making Great Games

Author : Michael Thornton Wyman
ISBN : 9781136132377
Genre : Art
File Size : 21.10 MB
Format : PDF, Kindle
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Join videogame industry veteran Michael Thornton Wyman on a series of detailed, behind-the-scenes tours with the teams that have made some of the most popular and critically acclaimed videogames of the modern era. Drawing on insider's perspectives from a wide variety of teams, learn about the creation of a tiny, independent game project (World of Goo), casual game classics (Diner Dash, Bejeweled Twist), the world's most popular social game (FarmVille) as well as the world's most popular MMORPG (World of Warcraft), PC titles (Half Life 2) to AAA console games (Madden NFL 10), and modern-day masterpieces (Little Big Planet, Rock Band, Uncharted 2: Among Thieves). Hear directly from the creators about how these games were made, and learn from their stories from the trenches of videogames production. This book is an excellent resource for those working directly on game design or production, for those aspiring to work in the field, or for anyone who has wondered how the world's greatest videogames get made.
Category: Art

Getting A Job In Computer Graphics

Author : Sean Wagstaff
ISBN : UOM:39015058112114
Genre : Business & Economics
File Size : 65.61 MB
Format : PDF, Kindle
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Get the Inside Track to Landing an Enviable Job in Computer Graphics Breaking into the wildly creative and fiery 3D/Effects industry is a tough proposition. With so many talented people competing for each alluring job, it's imperative that candidates grasp what employers look for and make every attempt to stand out. Maya Press, a joint publishing effort between Sybex and industry leader Alias, brings you this definitive and practical guide to help you land that first job or advance your current job in the computer graphics industry. Getting a Job in CG: Real Advice from Reel People is rich with candid strategies and priceless insights straight from industry and academic leaders, job recruiters, and employers. Through interviews, case studies, and sample demo reels on the CD, this book teaches you how to: Discover the myriad job possibilities from the obvious to the obscure Identify precisely what tools, skills, and knowledge employers seek Determine your best training options: college, art school, or do-it-yourself Recognize what staffing agencies and in-house recruiters are looking for Build an extraordinary resume that gets noticed Find out where to go to meet the right people and tap into networking opportunities Acquire the know-how to ace the job interview Produce an exceptional and applicable demo reel that will help you land the job Emulate the career paths of successful artists This book's companion website, , serves as a research hub packed with supplementary information and links to vital sources. Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.
Category: Business & Economics

Game Face

Author :
ISBN : STANFORD:36105121693712
Genre : Computer games
File Size : 70.88 MB
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Read : 685

Category: Computer games

Game Developer

Author :
ISBN : UCSD:31822036946317
Genre : Computer games
File Size : 76.93 MB
Format : PDF, Docs
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Read : 994

Category: Computer games

Fundamentals Of Game Development

Author : Heather Maxwell Chandler
ISBN : 9780763778958
Genre : Computers
File Size : 39.16 MB
Format : PDF, ePub
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Written by veterans who are currently working in the game industry, Fundamentals of Game Development is unique because it provides the practical aspects of the processes involved in developing and completing game projects. Using examples and exercises, this book provides a hands-on approach that walks the reader through the entire process of developing a game from concept to completion. Ideal for introductory game development and game production courses the book covers history, game genre, design, story-telling, character creation, pre-production, code release, career descriptions, and more.
Category: Computers


Author : Raph Koster
ISBN : 0996793747
Genre :
File Size : 80.62 MB
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Legendary game designer and author of the classic "A Theory of Fun for Game Design," Raph Koster is back with his first volume of selected essays. "Postmortems" collects new material and classic writings to provide a history of the development of virtual worlds, including behind-the-scenes glimpses of Ultima Online, Star Wars Galaxies, and more.

Beginning Android Games

Author : Mario Zechner
ISBN : 9781430230434
Genre : Computers
File Size : 27.66 MB
Format : PDF, ePub, Docs
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Beginning Android Games offers everything you need to join the ranks of successful Android game developers. You'll start with game design fundamentals and programming basics, and then progress towards creating your own basic game engine and playable games. This will give you everything you need to branch out and write your own Android games. The potential user base and the wide array of available high-performance devices makes Android an attractive target for aspiring game developers. Do you have an awesome idea for the next break-through mobile gaming title? Beginning Android Games will help you kick-start your project. The book will guide you through the process of making several example games for the Android platform, and involves a wide range of topics: The fundamentals of game development The Android platform basics to apply those fundamentals in the context of making a game The design of 2D and 3D games and their successful implementation on the Android platform For those looking to learn about Android tablet game app development or want Android 4 SDK specific coverage, check out Beginning Android 4 Games Development, now available from Apress.
Category: Computers

The Game Producer S Handbook

Author : Dan Irish
ISBN : UCSC:32106018136249
Genre : Games & Activities
File Size : 38.50 MB
Format : PDF, Kindle
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Provides information on becoming a successful game producer, covering such topics as traits of an effective producer, game design, programming tools, creating a budget, and quality assurance.
Category: Games & Activities

Introduction To The Game Industry

Author : Michael E. Moore
ISBN : UCSC:32106019038741
Genre : Business & Economics
File Size : 72.67 MB
Format : PDF, ePub, Docs
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For Introduction to Game Industry and Introduction to Game Production courses. With coherent coverage of complex topics, this text offers an overview of how the game industry works and describes how games are designed and built.
Category: Business & Economics

Game Architecture And Design

Author : Andrew Rollings
ISBN : 0735713634
Genre : Computers
File Size : 37.77 MB
Format : PDF, ePub, Docs
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A guide to computer game design, architecture, and management explores the application of design principles, shares the experiences of game programmers, and offers an overview of game development software.
Category: Computers

Managing Media Work

Author : Mark Deuze
ISBN : 9781412971249
Genre : Business & Economics
File Size : 22.49 MB
Format : PDF, ePub, Mobi
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Managing Media Work provides a comprehensive, cross-national overview of the theory and practice of working in the media in the digital age. Focusing on three key areas—new media work, media professions, and media management—this text prepares students to effectively manage their own media careers and to manage human capital in creative companies. Written by leading international scholars, the book addresses the increasingly global, networked, and unpredictable nature of the media industry as well as the growing complexities of media work.
Category: Business & Economics

The Game Production Handbook

Author : Heather Maxwell Chandler
ISBN : UOM:39015058767784
Genre : Computers
File Size : 57.43 MB
Format : PDF, ePub
Download : 220
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The Game Production Handbook is a practical reference to the ins-and-outs of the game production process. It explains how to organize pre-production, production, testing, and final phases of game development, and it provides useful techniques for organizing and scheduling sub-projects, such as motion capture and voiceover shoots. Throughout the book there is an emphasis on effective leadership and communication. Several industry insiders reveal real-life examples of management challenges they have faced, providing valuable insights for anyone with a leadership role. Additionally, the roles of the development team will be defined, along with the training and background needed for each. Practical tips for working effectively with marketing and external vendors are also included. The book focuses on the major production issues of game development, including managing tasks and schedules, organizing and motivating a team, creating an efficient art program, engineering, the design production pipeline, and working with Sony®, Microsoft®, and Nintendo®. This is an indispensable reference for new productions leads and veterans alike.
Category: Computers

Persuasive Games

Author : Ian Bogost
ISBN : 9780262261944
Genre : Games & Activities
File Size : 88.83 MB
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An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties. Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.
Category: Games & Activities

Level Design For Games

Author : Phil Co
ISBN : UOM:39015063299955
Genre : Games & Activities
File Size : 53.22 MB
Format : PDF, Kindle
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Describes the level designer's role in the entire game development process.
Category: Games & Activities

End To End Game Development

Author : Nick Iuppa
ISBN : 9781136137174
Genre : Art
File Size : 90.53 MB
Format : PDF, ePub
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Read : 198

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.
Category: Art