Game Production

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Fundamentals of Game Development

Author : Heather Chandler,Rafael Chandler
Publisher : Jones & Bartlett Learning
Page : 408 pages
File Size : 53,7 Mb
Release : 2011-08-24
Category : Computers
ISBN : 9780763778958

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Fundamentals of Game Development by Heather Chandler,Rafael Chandler Pdf

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,Jan Svelch
Publisher : Unknown
Page : 128 pages
File Size : 50,5 Mb
Release : 2021-03-18
Category : Electronic
ISBN : 9463725431

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Game Production Studies by Olli Sotamaa,Jan Svelch Pdf

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.

Game Development and Production

Author : Erik Bethke
Publisher : Wordware Publishing, Inc.
Page : 436 pages
File Size : 55,7 Mb
Release : 2003
Category : Business & Economics
ISBN : 9781556229510

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Game Development and Production by Erik Bethke Pdf

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.

The Game Production Handbook

Author : Heather Maxwell Chandler
Publisher : Jones & Bartlett Publishers
Page : 484 pages
File Size : 47,6 Mb
Release : 2014
Category : Computers
ISBN : 9781449688097

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The Game Production Handbook by Heather Maxwell Chandler Pdf

Updated to reflect the rapidly evolving game development landscape, industry veteran Heather Chandler continues to educate game enthusiasts on the procedures and processes of game production. This Third Edition presents information that a producer, lead, or studio manager must know to successfully develop a game from concept to gold master.

A Playful Production Process

Author : Richard Lemarchand
Publisher : MIT Press
Page : 409 pages
File Size : 52,5 Mb
Release : 2021-10-12
Category : Computers
ISBN : 9780262045513

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A Playful Production Process by Richard Lemarchand Pdf

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.

Game Production

Author : Geoffrey Engelstein
Publisher : CRC Press
Page : 156 pages
File Size : 44,7 Mb
Release : 2020-12-21
Category : Games & Activities
ISBN : 9781000290981

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Game Production by Geoffrey Engelstein Pdf

Description: Many new games are from first-time designers or are self-published, so there is a tremendous thirst for information about the nuts and bolts of tabletop game design. While there are many books about the design process in terms of mechanisms and player experience, there are no books that cover the arts and crafts aspects of how to create a prototype, software and physical tools that can be used, graphic design and rules writing, and considerations for final production. Gamecraft: Prototyping and Producing Your Board Game presents this information in a single volume which will be invaluable for up-and-coming designers and publishers. Key Features: The text compiles information from many websites, blogs, Facebook groups, subreddits, and the author’s extensive experience in an easy-to-read volume. The text illustrates how to lay out and assemble the physical aspects of an effective board game. The book is divided into two sections for readability and covers a large array of different techniques. Geoffrey Engelstein is the designer of many tabletop games, including The Ares Project, the Space Cadets series, The Dragon & Flagon, and The Expanse. He is the founder of Ludology, a bi-weekly podcast about game design, and a contributor to the Dice Tower podcast with his bi-weekly GameTek segments that discuss the math, science, and psychology of games. He has also published several books, including GameTek: The Math and Science of Gaming, Achievement Relocked: Loss Aversion and Game Design, and Building Blocks of Tabletop Game Design. He is on the faculty of the NYU Game Center as an adjunct professor for Board Game Design and has been invited to speak at PAX, GenCon, Metatopia, and the Game Developers Conference.

The Game Production Handbook

Author : Heather Maxwell Chandler
Publisher : Jones & Bartlett Publishers
Page : 510 pages
File Size : 46,7 Mb
Release : 2009
Category : Computers
ISBN : 9781934015407

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The Game Production Handbook by Heather Maxwell Chandler Pdf

This handbook focuses on the major production issues of game development, including managing tasks and schedules, organizing and motivating a team, creating an efficient art program and engineering the design production pipeline. This second edition also includes interviews with industry experts.

The Game Production Toolbox

Author : Heather Maxwell Chandler
Publisher : CRC Press
Page : 330 pages
File Size : 41,5 Mb
Release : 2020-04-07
Category : Computers
ISBN : 9780429801778

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The Game Production Toolbox by Heather Maxwell Chandler Pdf

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.

Game Development Tool Essentials

Author : Paula Berinstein,Remi Arnaud,Alessandro Ardolino,Simon Franco,Adrien Herubel,John McCutchan,Nicusor Nedelcu,Benjamin Nitschke,Don Olmstead,Fabrice Robinet,Christian Ronchi,Rita Turkowski,Robert Walter,Gustavo Samour
Publisher : Apress
Page : 201 pages
File Size : 51,5 Mb
Release : 2014-06-14
Category : Computers
ISBN : 9781430267010

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Game Development Tool Essentials by Paula Berinstein,Remi Arnaud,Alessandro Ardolino,Simon Franco,Adrien Herubel,John McCutchan,Nicusor Nedelcu,Benjamin Nitschke,Don Olmstead,Fabrice Robinet,Christian Ronchi,Rita Turkowski,Robert Walter,Gustavo Samour Pdf

Game Development Tool Essentials provides must-have tips and tricks from industry professionals for strengthening and streamlining your game tools pipeline. Everyone knows the game tools pipeline is important, but in the current environment of shrinking budgets and increased time pressure, developers often have to settle for inefficient, ad hoc, messy pipelines. This unique book will break you out of that cycle. The practical, expert insights contained within will enable you to work faster and more efficiently, so you can spend more time making cool things. Game Development Tool Essentials pools the knowledge and experience of working developers over four critical aspects of the game tools pipeline: asset and data management, geometry and models, Web tools, and programming. Within those sections, you will learn cutting-edge techniques on essential subjects such as COLLADA rendering, exporting and workflow; asset management and compiler architecture; and moving tools to the cloud. If you’re a game developer, you need Game Development Tool Essentials. Covers readily available tools and tools developers can build themselves. Presents 96 code samples, 81 illustrations, and end-of-chapter references. Special chapter on moving tools to the cloud.

Video Game Policy

Author : Steven Conway,Jennifer deWinter
Publisher : Routledge
Page : 298 pages
File Size : 53,6 Mb
Release : 2015-10-14
Category : Social Science
ISBN : 9781317607236

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Video Game Policy by Steven Conway,Jennifer deWinter Pdf

This book analyzes the effect of policy on the digital game complex: government, industry, corporations, distributors, players, and the like. Contributors argue that digital games are not created nor consumed outside of the complex power relationships that dictate the full production and distribution cycles, and that we need to consider those relationships in order to effectively "read" and analyze digital games. Through examining a selection of policies, e.g. the Australian government’s refusal (until recently) to allow an R18 rating for digital games, Blizzard’s policy in regards to intellectual property, Electronic Arts’ corporate policy for downloadable content (DLC), they show how policy, that is to say the rules governing the production, distribution and consumption of digital games, has a tangible effect upon our understanding of the digital game medium.

Poorly Made in China

Author : Paul Midler
Publisher : John Wiley & Sons
Page : 278 pages
File Size : 50,7 Mb
Release : 2010-12-03
Category : Business & Economics
ISBN : 9781118004203

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Poorly Made in China by Paul Midler Pdf

An insider reveals what can—and does—go wrong when companies shift production to China In this entertaining behind-the-scenes account, Paul Midler tells us all that is wrong with our effort to shift manufacturing to China. Now updated and expanded, Poorly Made in China reveals industry secrets, including the dangerous practice of quality fade—the deliberate and secret habit of Chinese manufacturers to widen profit margins through the reduction of quality inputs. U.S. importers don’t stand a chance, Midler explains, against savvy Chinese suppliers who feel they have little to lose by placing consumer safety at risk for the sake of greater profit. This is a lively and impassioned personal account, a collection of true stories, told by an American who has worked in the country for close to two decades. Poorly Made in China touches on a number of issues that affect us all.

Game Production

Author : Geoffrey Engelstein
Publisher : CRC Press
Page : 180 pages
File Size : 42,5 Mb
Release : 2020-12-21
Category : Games & Activities
ISBN : 9781000290943

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Game Production by Geoffrey Engelstein Pdf

Description: Many new games are from first-time designers or are self-published, so there is a tremendous thirst for information about the nuts and bolts of tabletop game design. While there are many books about the design process in terms of mechanisms and player experience, there are no books that cover the arts and crafts aspects of how to create a prototype, software and physical tools that can be used, graphic design and rules writing, and considerations for final production. Gamecraft: Prototyping and Producing Your Board Game presents this information in a single volume which will be invaluable for up-and-coming designers and publishers. Key Features: The text compiles information from many websites, blogs, Facebook groups, subreddits, and the author’s extensive experience in an easy-to-read volume. The text illustrates how to lay out and assemble the physical aspects of an effective board game. The book is divided into two sections for readability and covers a large array of different techniques. Geoffrey Engelstein is the designer of many tabletop games, including The Ares Project, the Space Cadets series, The Dragon & Flagon, and The Expanse. He is the founder of Ludology, a bi-weekly podcast about game design, and a contributor to the Dice Tower podcast with his bi-weekly GameTek segments that discuss the math, science, and psychology of games. He has also published several books, including GameTek: The Math and Science of Gaming, Achievement Relocked: Loss Aversion and Game Design, and Building Blocks of Tabletop Game Design. He is on the faculty of the NYU Game Center as an adjunct professor for Board Game Design and has been invited to speak at PAX, GenCon, Metatopia, and the Game Developers Conference.

Preproduction Blueprint

Author : Alex Galuzin
Publisher : Createspace Independent Publishing Platform
Page : 240 pages
File Size : 42,9 Mb
Release : 2016-11-09
Category : Computer games
ISBN : 1539103188

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Preproduction Blueprint by Alex Galuzin Pdf

"World of level design presents"--Cover.

A Precarious Game

Author : Ergin Bulut
Publisher : Cornell University Press
Page : 220 pages
File Size : 43,9 Mb
Release : 2020-03-15
Category : Political Science
ISBN : 9781501746543

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A Precarious Game by Ergin Bulut Pdf

A Precarious Game is an ethnographic examination of video game production. The developers that Ergin Bulut researched for almost three years in a medium-sized studio in the U.S. loved making video games that millions play. Only some, however, can enjoy this dream job, which can be precarious and alienating for many others. That is, the passion of a predominantly white-male labor force relies on material inequalities involving the sacrificial labor of their families, unacknowledged work of precarious testers, and thousands of racialized and gendered workers in the Global South. A Precarious Game explores the politics of doing what one loves. In the context of work, passion and love imply freedom, participation, and choice, but in fact they accelerate self-exploitation and can impose emotional toxicity on other workers by forcing them to work endless hours. Bulut argues that such ludic discourses in the game industry disguise the racialized and gendered inequalities on which a profitable transnational industry thrives. Within capitalism, work is not just an economic matter, and the political nature of employment and love can still be undemocratic even when based on mutual consent. As Bulut demonstrates, rather than considering work simply as a matter of economics based on trade-offs in the workplace, we should consider the question of work and love as one of democracy rooted in politics.

Agile Game Development with Scrum

Author : Clinton Keith
Publisher : Pearson Education
Page : 615 pages
File Size : 51,7 Mb
Release : 2010-05-23
Category : Computers
ISBN : 9780321670281

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Agile Game Development with Scrum by Clinton Keith Pdf

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.