The Game Production Toolbox

The Game Production Toolbox

Einband:
Fester Einband
EAN:
9781138341715
Untertitel:
Englisch
Genre:
Branchen
Autor:
Heather Chandler
Herausgeber:
Taylor & Francis
Anzahl Seiten:
320
Erscheinungsdatum:
20.04.2020
ISBN:
978-1-138-34171-5

Autorentext
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.

Klappentext
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.

Inhalt
Part 1 OverviewChapter 1: Game Industry Overview 3Chapter 2: Developer and Publisher Overview 25Chapter 3: Legal Overview 43Part 2 Creating the PrototypeChapter 4: Laying the Groundwork 57Chapter 5: Creating Concept 81Chapter 6: Prototyping 95Part 3 Establishing RequirementsChapter 7: Schedule 105Chapter 8: Budget 121Chapter 9: Pitching Your Game 129Part 4 Assembling the Game TeamChapter 10: Hiring Talent . 147Chapter 11: Team Organization . 157Chapter 12: Managing Your Team . 167Chapter 13: Outsourcing . 183Part 5 Making the GameChapter 14: Executing the Plan . 191Chapter 15: User Experience (UX), UX: Written in Collaboration with Celia Hodent . 205Chapter 16: Audio 215Chapter 17: Localization 231Chapter 18: QA Testing . 245Part 6 Launching the GameChapter 19: Getting the Word Out 259Chapter 20: Releasing to Players . 265Part 7 Appendices


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