Résumé
Writing comprehensive design documents, accurately estimating tasks and schedules, setting up a comprehensive QA plan-these are all important aspects of the game development process that are often underplanned. Game company executive Erik Bethke provides a guidebook that discusses these issues, along with detailed coverage of development methods and project management techniques, all from the perspective of someone who has learned the hard way and is still learning.
- Find out about every aspect of game development and production from concept on a napkin, through development, release, and beyond into patches and point-releases.
- Understand the challenges that game developers face in producing successful game titles.
- Learn how to define the key elements and requirements of a game.
- Discover how to create and maintain schedules using Gantt charts and resource usage charts.
- Learn how to use Unified Modeling Language to improve the efficiency of your game development process.
- Develop an understanding of how intimately your business parameters affect your game designs.
- Explore strategies for landing a job in the game industry.
- Find out about outsourcing different parts of game production, such as motion capture, music, voice, and sound effects.
On the CD:
The companion CD contains three tools that are useful in
the production and development of your games: Perforce, an
asset and source code control system; Daily Journal, a
simple task tracking applet developed and used at Taldren;
and Describe, a UML code generation tool.
Contents
Introduction to Game Development- What Does This Book Cover?
- Why Make Games?
- What Makes Game Development Hard?
- Game Project Survival Test
- What Is a Game Made Of?
- Business Context First
- Key Design Elements
- Game Design Document
- The Technical Design Document
- The Project Plan
- Task Tracking
- Outsourcing Strategies
- Shipping Your Game
- The Vision Document
- Requirements Gathering
- The Design Document
- Unified Modeling Language Survival Guide
- Technical Design
- Time Estimates
- Putting It All Together into a Plan
- Measuring Progress
- Controlling Feature Creep
- Alpha, Beta, Go Final!
- Point Releases vs. Patches
- Garage Development Spans the Internet
- Getting a Job in The Game Industry
- Starting a Game Development Company
- Outsourcing Music
- Outsourcing Voice
- Outsourcing Sound Effects
- Outsourcing Writing
- Outsourcing Cinematics and Models
- Outsourcing Motion Capture and Animation
- Fan-Generated Material
Index
L'auteur - Erik Bethke
Erik Bethke is the CEO of Taldren, where he holds the
position of executive producer and lead designer on
Taldren's Starfleet Command series published by Interplay
and Activision, as well as the upcoming title Black9
published by Majesco. Bethke has held a variety of
positions in the game industry including senior group
producer at Interplay. He has a bachelor's degree in
aerospace engineering and has worked in the Space Sciences
division at the Jet Propulsion Laboratory.
Caractéristiques techniques
PAPIER | |
Éditeur(s) | Wordware Publishing, Inc |
Auteur(s) | Erik Bethke |
Parution | 12/05/2003 |
Nb. de pages | 432 |
Format | 15 x 23 |
Couverture | Broché |
Poids | 620g |
Intérieur | Noir et Blanc |
EAN13 | 9781556229510 |
ISBN13 | 978-1-55622-951-0 |
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