The Game Production Handbook
Charles River Media (Verlag)
978-1-58450-416-0 (ISBN)
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"The Game Production Handbook" is a practical reference to the ins-and-outs of the game production process. Using a fictitious game project, the book follows the project from concept to gold master. Using this approach, it teaches producers, leads, and studio managers the techniques and processes needed to develop games successfully. It explains how to organize pre-production, production, testing, and final phases of game development, and it provides useful techniques for organizing and scheduling sub-projects, such as motion capture and voiceover shoots. Throughout the book there is an emphasis on effective leadership and communication. Several industry insiders reveal real-life examples of management challenges they have faced, providing valuable insights for anyone with a leadership role. Additionally, the roles of the development team will be defined, along with the training and background needed for each. Practical tips for working effectively with marketing and external vendors are also included.
The book focuses on the major production issues of game development, including managing tasks and schedules, organizing and motivating a team, creating an efficient art program, engineering, the design production pipeline, and working with Sony, Microsoft, and Nintendo. This is an indispensable reference for new productions leads and veterans alike.
Heather Chandler (Raleigh, NC) has over eight years of international experience in creating multimedia with a number of different platforms, including PC, Internet, and Film. She has worked at Activision, Electronic Arts, and Red Storm Entertainment in a variety of production roles. Her previous writings include two articles for the book Secrets of the Game Business (Charles River Media, 2003) and The Game Localization Handbook (Charles River Media, 2004).
Part 1: General Production; Chapter 1: Overview of Pre-Production, Production, Code Release; Chapter 2: Roles on the Team; Part 2: Managing People; Chapter 3: Picking Good Project Leads; Chapter 4: Effective Written and Spoken Communication; Chapter 5: Interpersonal Relationships; Chapter 6: Training Team Members; Part 3: Managing Projects; Chapter 7: Project Management Overview; Chapter 8: Running Efficient Meetings; Chapter 9: Managing Teams; Chapter 10: Different Game Development Models; Part 4: Production Cycle; Chapter 11: Budgets and Schedules; Chapter 12: Asset Management; Chapter 13: Design; Chapter 14: Art; Chapter 15: Engineering; Chapter 16: QA; Chapter 17: Code Releasing; Part 5: Other Production Information; Chapter 18: Cinematics; Chapter 19: Sound; Chapter 20: Mo-Cap; Chapter 21: Localization; Chapter 22: Contracts and Negotiations; Chapter 23: External Vendors; Chapter 24: Marketing and PR; Appendix: Suggested Reading; Appendix: Game Convention and Resource.
Erscheint lt. Verlag | 18.2.2006 |
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Verlagsort | Hingham |
Sprache | englisch |
Maße | 188 x 235 mm |
Themenwelt | Informatik ► Software Entwicklung ► Spieleprogrammierung |
ISBN-10 | 1-58450-416-1 / 1584504161 |
ISBN-13 | 978-1-58450-416-0 / 9781584504160 |
Zustand | Neuware |
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