Producing Games

Producing Games Book in PDF, ePub and Kindle version is available to download in english. Read online anytime anywhere directly from your device. Click on the download button below to get a free pdf file of Producing Games book. This book definitely worth reading, it is an incredibly well-written.

Producing Games

Author : D S. Cohen,Sergio A. Bustamante
Publisher : CRC Press
Page : 305 pages
File Size : 52,8 Mb
Release : 2012-09-10
Category : Art
ISBN : 9781136138782

Get Book

Producing Games by D S. Cohen,Sergio A. Bustamante Pdf

Computer games are big business - tens of billions of dollars are spent annually by the worldwide video games market. The cost of producing video games has ballooned to beyond $20 million dollars in many cases, and team sizes are quickly growing past 100 team members. At the center of this storm is the producer - one person who transforms the money, the hours spent by the team, and the latest technology into a work of art that millions of people will call fun. This book will dig deeply into the role of the producer and expose secrets of game production that stand the test of time: how to build a great team, how to plan a major game development project, and how to pull the development team toward the vision of a great game.

Making Games

Author : Stefan Werning
Publisher : MIT Press
Page : 171 pages
File Size : 50,7 Mb
Release : 2021-02-16
Category : Games & Activities
ISBN : 9780262361354

Get Book

Making Games by Stefan Werning Pdf

An argument that production tools shape the aesthetics and political economy of games as an expressive medium. In Making Games, Stefan Werning considers the role of tools (primarily but not exclusively software), their design affordances, and the role they play as sociotechnical actors. Drawing on a wide variety of case studies, Werning argues that production tools shape the aesthetics and political economy of games as an expressive medium. He frames game-making as a (meta)game in itself and shows that tools, like games, have their own "procedural rhetoric" and should not always be conceived simply in terms of optimization and best practices.

Making Games for the NES

Author : Steven Hugg
Publisher : Puzzling Plans LLC
Page : 244 pages
File Size : 44,5 Mb
Release : 2019-08-08
Category : Computers
ISBN : 9781075952722

Get Book

Making Games for the NES by Steven Hugg Pdf

Learn how to program games for the NES! You'll learn how to draw text, scroll the screen, animate sprites, create a status bar, decompress title screens, play background music and sound effects and more. While using the book, take advantage of our Web-based IDE to see your code run instantly in the browser. We'll also talk about different "mappers" which add extra ROM and additional features to cartridges. Most of the examples use the CC65 C compiler using the NESLib library. We'll also write 6502 assembly language, programming the PPU and APU directly, and carefully timing our code to produce advanced psuedo-3D raster effects. Create your own graphics and sound, and share your games with friends!

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

Get Book

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.

Making Games for Impact

Author : Kurt Squire
Publisher : MIT Press
Page : 253 pages
File Size : 45,9 Mb
Release : 2021-10-26
Category : Education
ISBN : 9780262362498

Get Book

Making Games for Impact by Kurt Squire Pdf

Designing games for learning: case studies show how to incorporate impact goals, build a team, and work with experts to create an effective game. Digital games for learning are now commonplace, used in settings that range from K–12 education to advanced medical training. In this book, Kurt Squire examines the ways that games make an impact on learning, investigating how designers and developers incorporate authentic social impact goals, build a team, and work with experts in order to make games that are effective and marketable. Because there is no one design process for making games for impact—specific processes arise in response to local needs and conditions—Squire presents a series of case studies that range from a small, playable game created by a few programmers and an artist to a multimillion-dollar project with funders, outside experts, and external constraints. These cases, drawn from the Games + Learning + Society Center at the University of Wisconsin–Madison, show designers tackling such key issues as choosing platforms, using data analytics to guide development, and designing for new markets. Although not a how-to guide, the book offers developers, researchers, and students real-world lessons in greenlighting a project, scaling up design teams, game-based assessment, and more. The final chapter examines the commercial development of an impact game in detail, describing the creation of an astronomy game, At Play in the Cosmos, that ships with an introductory college textbook.

Producing Games

Author : D S. Cohen,Sergio A. Bustamante
Publisher : Taylor & Francis
Page : 306 pages
File Size : 47,6 Mb
Release : 2012-09-10
Category : Computers
ISBN : 9781136138775

Get Book

Producing Games by D S. Cohen,Sergio A. Bustamante Pdf

Computer games are big business - tens of billions of dollars are spent annually by the worldwide video games market. The cost of producing video games has ballooned to beyond $20 million dollars in many cases, and team sizes are quickly growing past 100 team members. At the center of this storm is the producer - one person who transforms the money, the hours spent by the team, and the latest technology into a work of art that millions of people will call fun. This book will dig deeply into the role of the producer and expose secrets of game production that stand the test of time: how to build a great team, how to plan a major game development project, and how to pull the development team toward the vision of a great game.

Global Games

Author : Aphra Kerr
Publisher : Routledge
Page : 228 pages
File Size : 47,5 Mb
Release : 2017-03-27
Category : Social Science
ISBN : 9781135114640

Get Book

Global Games by Aphra Kerr Pdf

In the last decade our mobile phones have been infiltrated by angry birds, our computers by leagues of legends and our social networks by pleas for help down on the farm. As digital games have become networked, mobile and casual they have become a pervasive cultural form. Based on original empirical work, including interviews with workers, virtual ethnographies in online games and analysis of industry related documents, Global Games provides a political, economic and sociological analysis of the growth and restructuring of the digital games industry over the past decade. Situating the games industry as both cultural and creative and examining the relative growth of console, PC, online and mobile, Aphra Kerr analyses the core production logics in the industry, and the expansion of circulation processes as game services have developed. In an industry dominated by North American and Japanese companies, Kerr explores the recent success of companies from China and Europe, and the emergent spatial politics as countries, cities, companies and communities compete to reshape digital games in the networked age.

Game Production

Author : Geoffrey Engelstein
Publisher : CRC Press
Page : 156 pages
File Size : 48,5 Mb
Release : 2020-12-21
Category : Games & Activities
ISBN : 9781000290981

Get Book

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.

Program Arcade Games

Author : Paul Craven
Publisher : Apress
Page : 403 pages
File Size : 44,9 Mb
Release : 2015-12-31
Category : Computers
ISBN : 9781484217900

Get Book

Program Arcade Games by Paul Craven Pdf

Learn and use Python and PyGame to design and build cool arcade games. In Program Arcade Games: With Python and PyGame, Second Edition, Dr. Paul Vincent Craven teaches you how to create fun and simple quiz games; integrate and start using graphics; animate graphics; integrate and use game controllers; add sound and bit-mapped graphics; and build grid-based games. After reading and using this book, you'll be able to learn to program and build simple arcade game applications using one of today's most popular programming languages, Python. You can even deploy onto Steam and other Linux-based game systems as well as Android, one of today's most popular mobile and tablet platforms. You'll learn: How to create quiz games How to integrate and start using graphics How to animate graphics How to integrate and use game controllers How to add sound and bit-mapped graphics How to build grid-based games Audience“div>This book assumes no prior programming knowledge.

The Art of Producing Games

Author : David McCarthy,Ste Curran,Simon Byron
Publisher : Course Technology
Page : 204 pages
File Size : 52,9 Mb
Release : 2005
Category : Computers
ISBN : UOM:39015063362803

Get Book

The Art of Producing Games by David McCarthy,Ste Curran,Simon Byron Pdf

The essential reference for anyone wanting to work in the industry, or who is curious to know more about it.

A Playful Production Process

Author : Richard Lemarchand
Publisher : MIT Press
Page : 409 pages
File Size : 53,5 Mb
Release : 2021-10-12
Category : Computers
ISBN : 9780262045513

Get Book

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.

Production Pipeline Fundamentals for Film and Games

Author : Renee Dunlop
Publisher : CRC Press
Page : 518 pages
File Size : 45,6 Mb
Release : 2014-02-05
Category : Computers
ISBN : 9781317936220

Get Book

Production Pipeline Fundamentals for Film and Games by Renee Dunlop Pdf

Every production is built on the backbone of the pipeline. While a functional and flexible pipeline can’t assure a successful project, a weak pipeline can guarantee its demise. A solid pipeline produces a superior product in less time and with happier artists who can remain creative throughout the grueling production schedule. Walk through the foundational layers of the production pipeline, including IT infrastructure, software development practices and deployment policies, asset management, shot management, and rendering management. Production Pipeline Fundamentals for Film and Games will teach you how to direct limited resources to the right technological initiatives, getting the most for every dollar spent. Learn how to prepare for and manage all aspects of the pipeline with this entirely unique, one-of-a-kind guide. Expand your knowledge with real-world pipeline secrets handed to you by a stellar group of professionals from across the globe. Visit the companion website for even further resources on the pipeline.

Simulation Games and Learning in Production Management

Author : Jens O. Riis
Publisher : Springer
Page : 216 pages
File Size : 42,8 Mb
Release : 2016-01-09
Category : Business & Economics
ISBN : 9781504128704

Get Book

Simulation Games and Learning in Production Management by Jens O. Riis Pdf

Over the last few years, games of different types have been successfully used in the teaching of production management and in the introduction of new planning methods and systems in industrial enterprises. Games have been used to explain the dynamic nature of production management and for testing new planning principles. Company-specific games have recently been involved as part of developing new production management systems.

Designing Games for Children

Author : Carla Fisher
Publisher : CRC Press
Page : 257 pages
File Size : 43,9 Mb
Release : 2014-12-03
Category : Games & Activities
ISBN : 9781317915133

Get Book

Designing Games for Children by Carla Fisher Pdf

When making games for kids, it’s tempting to simply wing-it on the design. We were all children once, right? The reality is that adults are far removed from the cognitive changes and the motor skill challenges that are the hallmark of the developing child. Designing Games for Children, helps you understand these developmental needs of children and how to effectively apply them to games. Whether you’re a seasoned game designer, a children's media professional, or an instructor teaching the next generation of game designers, Designing Games for Children is the first book dedicated to service the specific needs of children's game designers. This is a hands-on manual of child psychology as it relates to game design and the common challenges designers face. Designing Games for Children is the definitive, comprehensive guide to making great games for kids, featuring: Guidelines and recommendations divided by the most common target audiences – babies and toddlers (0-2), preschoolers (3-5), early elementary students (6-8), and tweens (9-12). Approachable and actionable breakdown of child developmental psychology, including cognitive, physical, social, and emotional development, as it applies to game design Game design insights and guidelines for all aspects of game production, from ideation to marketing

Making Deep Games

Author : Doris C. Rusch
Publisher : CRC Press
Page : 212 pages
File Size : 54,9 Mb
Release : 2017-01-12
Category : Computers
ISBN : 9781317607700

Get Book

Making Deep Games by Doris C. Rusch Pdf

Like movies, television, and other preceding forms of media, video games are undergoing a dynamic shift in its content and perception. While the medium can still be considered in its infancy, the mark of true artistry and conceptual depth is detectable in the evolving styles, various genres and game themes. Doris C. Rusch’s, Making Deep Games, combines this insight along with the discussion of the expressive nature of games, various case studies, and hands-on design exercises. This book offers a perspective into how to make games that tackle the whole bandwidth of the human experience; games that teach us something about ourselves, enable thought-provoking, emotionally rich experiences and promote personal and social change. Grounded in cognitive linguistics, game studies and the reflective practice of game design, Making Deep Games explores systematic approaches for how to approach complex abstract concepts, inner processes, and emotions through the specific means of the medium. It aims to shed light on how to make the multifaceted aspects of the human condition tangible through gameplay experiences.