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Game Development and Production
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Game Development and Production

Game Development and Production

Erik Bethke

432 pages, parution le 12/05/2003

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
How to Make a Game?
  • 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
Game Development
  • 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
Game Development Resource Guide
  • 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
Appendices
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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