Fundamentals of Game DevelopmentJones & Bartlett Learning, 2011 M08 24 - 381 pages Written by veterans who are currently working in the game industry, Fundamentals of Game Development is unique because it provides the practical aspects of the processes involved in developing and completing game projects. Designed for introductory game development and game production courses, this text provides a hands-on approach using examples and exercises to walk the reader through the entire process of developing a game from concept to completion. The book covers the basic topics discussed in an introductory text as well as history, game genres, design, story-telling, character creation, pre-production, code release, career descriptions, and more. |
Contents
1 What Is a Game? | 1 |
2 The Game Industry | 13 |
3 Roles on the Team | 41 |
4 Teams | 65 |
5 Effective Communication | 85 |
6 Game Production Overview | 97 |
7 Game Concept | 113 |
8 Characters Setting and Story | 145 |
12 Voiceover and Music | 213 |
13 Localization | 247 |
14 Testing and Code Releasing | 261 |
15 Marketing and Public Relations | 283 |
Case StudyJustice Unit | 297 |
Glossary | 357 |
360 | |
Star Trek Online | 363 |
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Common terms and phrases
Activision actors alpha approval art assets audio beta budget build chapter character checklist cinematics code release code release candidate communication completed console crash bug create creative director deadlines defined deliverables demo design documents determine development team dialogue Don Daglow example external vendors feedback Figure files first-person shooter functionality game concept game design Game Developers Conference game development game engineers game industry game plan game requirements game’s gameplay mechanics implemented in-game Interactive Justice Unit lead artist lead designer lead engineer license localization marketing Microsoft middleware milestone mission movie multiplayer Nintendo Pandemic Studios pipeline placeholder platform play-testing playable player preproduction prototype publisher QA department recording session registered trademark release candidate requirements phase risk role script ship date sound designer Supergame Studios superhero SWOT analysis tasks technical test plan testers track Tracy Fullerton Ubisoft voice voiceover writing