This book will take a practical approach to game production and provide tangible techniques, processes, and templates on how to structure a game development pipeline that works for your game and development team. The book will walk readers through each phase of game production and provide real world examples to reinforce the information presented.
This book will take a practical approach to game production and provide tangible techniques, processes, and templates on how to structure a game development pipeline that works for your game and development team. The book will walk readers through each phase of game production and provide real world examples to reinforce the information presented.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Heather Maxwell Chandler is a multimedia producer with over 20 years of experience in the video game industry. She's worked in production at Epic Games, Electronic Arts, Ubisoft, and Activision. She was most recently a Senior Producer on Fortnite.Heather has contributed to over 35 games, including Fortnite, Never Alone, Kingdoms of Amalur: Reckoning, Sid Meier's Railroads, Monster Madness: Battle for Suburbia, Vigilante 8, Rainbow Six 3: Raven Shield, Shanghai: Second Dynasty, and Apocalypse. She also worked on every title in the Ghost Recon series, including Ghost Recon 2 and Ghost Recon: Advanced Warfighter. In 2005, Heather founded Media Sunshine, Inc., a company that provides consulting services to game developers and publishers. She is the author of The Game Production Handbook, The Game Localization Handbook, and several other articles on game development and localization. Her articles have been published in Secrets of the Game Business and The Project Manager's Desk Reference, 3rd Ed. Heather has lectured on game production and development at North Carolina State University, the Game Developers Conference, IGDA Leadership Forum, and at several other conferences and educational institutions. She served as the chairperson of the IGDA Production SIG from 2006 - 2010. Heather graduated with honors from Vanderbilt University and received an M.A. from the USC School of Cinema-Television.
Inhaltsangabe
Part 1 Overview Chapter 1: Game Industry Overview 3 Chapter 2: Developer and Publisher Overview 25 Chapter 3: Legal Overview 43 Part 2 Creating the Prototype Chapter 4: Laying the Groundwork 57 Chapter 5: Creating Concept 81 Chapter 6: Prototyping 95 Part 3 Establishing Requirements Chapter 7: Schedule 105 Chapter 8: Budget 121 Chapter 9: Pitching Your Game 129 Part 4 Assembling the Game Team Chapter 10: Hiring Talent . 147 Chapter 11: Team Organization . 157 Chapter 12: Managing Your Team . 167 Chapter 13: Outsourcing . 183 Part 5 Making the Game Chapter 14: Executing the Plan . 191 Chapter 15: User Experience (UX), UX: Written in Collaboration with Celia Hodent . 205 Chapter 16: Audio 215 Chapter 17: Localization 231 Chapter 18: QA Testing . 245 Part 6 Launching the Game Chapter 19: Getting the Word Out 259 Chapter 20: Releasing to Players . 265 Part 7 Appendices
Part 1 Overview Chapter 1: Game Industry Overview 3 Chapter 2: Developer and Publisher Overview 25 Chapter 3: Legal Overview 43 Part 2 Creating the Prototype Chapter 4: Laying the Groundwork 57 Chapter 5: Creating Concept 81 Chapter 6: Prototyping 95 Part 3 Establishing Requirements Chapter 7: Schedule 105 Chapter 8: Budget 121 Chapter 9: Pitching Your Game 129 Part 4 Assembling the Game Team Chapter 10: Hiring Talent . 147 Chapter 11: Team Organization . 157 Chapter 12: Managing Your Team . 167 Chapter 13: Outsourcing . 183 Part 5 Making the Game Chapter 14: Executing the Plan . 191 Chapter 15: User Experience (UX), UX: Written in Collaboration with Celia Hodent . 205 Chapter 16: Audio 215 Chapter 17: Localization 231 Chapter 18: QA Testing . 245 Part 6 Launching the Game Chapter 19: Getting the Word Out 259 Chapter 20: Releasing to Players . 265 Part 7 Appendices
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