Postmortems From Game Developer

Author: Austin Grossman
Editor: Taylor & Francis
ISBN: 1136064613
File Size: 38,93 MB
Format: PDF, Kindle
Read: 4243
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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 The editor has organized the articles by theme and added previously unpublished analysis to reveal successful management techniques.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.

Digital Simulations For Improving Education Learning Through Artificial Teaching Environments

Author: Gibson, David
Editor: IGI Global
ISBN: 1605663239
File Size: 46,15 MB
Format: PDF, ePub, Docs
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Contains research and current trends used in digital simulations of teaching, surveying the uses of games and simulations in teacher education.

Distributed Game Development

Author: Tim Fields
Editor: Taylor & Francis
ISBN: 1136135413
File Size: 50,82 MB
Format: PDF, Kindle
Read: 5695
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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:

The Game Producer S Handbook

Author: Dan Irish
Editor: Course Technology Ptr
ISBN:
File Size: 51,18 MB
Format: PDF, Kindle
Read: 827
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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.

Introduction To The Game Industry

Author: Michael E. Moore
Editor: Prentice Hall
ISBN:
File Size: 66,90 MB
Format: PDF
Read: 2280
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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.

Cinematic Game Secrets For Creative Directors And Producers

Author: Rich Newman
Editor: Taylor & Francis
ISBN: 1136138536
File Size: 15,22 MB
Format: PDF
Read: 6366
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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.

Game Developer

Author:
Editor:
ISBN:
File Size: 45,63 MB
Format: PDF, ePub
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Computer Games And Technical Communication

Author: Asst Prof Jennifer deWinter
Editor: Ashgate Publishing, Ltd.
ISBN: 1472426401
File Size: 61,11 MB
Format: PDF, Mobi
Read: 6887
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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. Contributors engage 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.

The British National Bibliography

Author: Arthur James Wells
Editor:
ISBN:
File Size: 52,16 MB
Format: PDF, ePub
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Level Design For Games

Author: Phil Co
Editor: New Riders
ISBN:
File Size: 12,34 MB
Format: PDF, ePub, Docs
Read: 1690
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Describes the level designer's role in the entire game development process.

The Journal Of Game Development

Author:
Editor:
ISBN:
File Size: 68,24 MB
Format: PDF, ePub, Mobi
Read: 5589
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Game Architecture And Design

Author: Andrew Rollings
Editor: Coriolis Group
ISBN:
File Size: 65,88 MB
Format: PDF, Kindle
Read: 6096
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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

Getting A Job In Computer Graphics

Author: Sean Wagstaff
Editor: Sybex
ISBN:
File Size: 73,69 MB
Format: PDF, Mobi
Read: 6016
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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, www.3djobs.com , 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.

Linux Game Programming

Author: Mark "Nurgle." Collins
Editor: Course Technology
ISBN: 9780761532552
File Size: 79,57 MB
Format: PDF, ePub, Mobi
Read: 8625
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This is the only book on the market that addresses game development for the Linux community. It covers the game development cycle from Artificial Intelligence (AI) to threads and user interfaces.

Game Work

Author: Ken S. McAllister
Editor:
ISBN: 9780817351250
File Size: 62,73 MB
Format: PDF, Mobi
Read: 4496
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Video and computer games in their cultural contexts. As the popularity of computer games has exploded over the past decade, both scholars and game industry professionals have recognized the necessity of treating games less as frivolous entertainment and more as artifacts of culture worthy of political, social, economic, rhetorical, and aesthetic analysis. Ken McAllister notes in his introduction to Game Work that, even though games are essentially impractical, they are nevertheless important mediating agents for the broad exercise of socio-political power.

Fundamentals Of Game Development

Author: Heather Maxwell Chandler
Editor: Jones & Bartlett Learning
ISBN: 0763778958
File Size: 62,46 MB
Format: PDF, Mobi
Read: 3214
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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.

The American Directory Of Writer S Guidelines

Author: Brigitte M. Phillips
Editor:
ISBN:
File Size: 62,68 MB
Format: PDF, Kindle
Read: 5521
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Perhaps the best-kept secret in the publishing industry is that many publishers both periodical publishers and book publishers make available writer's guidelines to assist would-be contributors. Written by the staff at each publishing house, these guidelines help writers target their submissions to the exact needs of the individual publisher. The American Directory of Writer's Guidelines is a compilation of the actual writer's guidelines for more than 1,500 publishers. A one-of-a-kind source to browse for article, short story, poetry and book ideas.

Making Great Games

Author: Michael Thornton Wyman
Editor: Taylor & Francis
ISBN: 1136132376
File Size: 15,68 MB
Format: PDF, ePub, Mobi
Read: 1493
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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.

Beginning Android Games

Author: Mario Zechner
Editor: Apress
ISBN: 1430230436
File Size: 49,52 MB
Format: PDF, ePub, Docs
Read: 6760
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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.

Postmortems

Author: Raph Koster
Editor:
ISBN: 9780996793742
File Size: 56,85 MB
Format: PDF, ePub, Docs
Read: 1798
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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.