Synopses & Reviews
Game Development Essentials: An Introduction, 2nd Edition offers a thorough and insightful introduction to the game development industry, with industry updates that will keep readers current and well-prepared for a career in the field. The book begins with a highly informative chapter on the evolution of game development, providing a historical context for later chapters, and moves on to examine content creation and the concepts behind the development of story, character, environment, level design, user interface, and sound. With the same engaging writing style and examples that made the first edition so popular, this new edition features expanded coverage of today's hottest topics - such as next-generation platforms (Xbox 360, PS3, and Wii), level design, interface design, project management, serious games, game accessibility, and online social networks. New game-related technology, development techniques, and the latest research in the field make this an invaluable resource for anyone entering the exciting, competitive, ever-changing world of game development.
Synopsis
GAME DEVELOPMENT ESSENTIALS: AN INTRODUCTION, 3E is an authoritative, industry-driven introduction to the world of game development, with updates that keep readers current and well-prepared for a successful career in the field. This book not only examines content creation and the concepts behind development, but it also give readers a background on the evolution of game development and how it has become what it is today. GAME DEVELOPMENT ESSENTIALS also includes chapters on project management, development team roles and responsibilities, development cycle, marketing, maintenance, and the future of game development. With the same engaging writing style and examples that made the first two editions so popular, this new edition features all the latest games and game technology. Coverage of new game-related technology, development techniques, and the latest research in the field make this an invaluable resource for anyone entering the exciting, competitive, ever-changing world of game development.
About the Author
Jeannie Novak is Lead Author and Series Editor of Delmar Cengage Learning's widely acclaimed Game Development Essentials series (with 14 published titles). She is also Vice Chair of the Los Angeles chapter of the International Game Developers Association (IGDA-LA), Vice President of Women in Games International (WIGI), and CEO of Kaleidospace, LLC (founded in 1994) -- which oversees the Indiespace social network (one of the first web sites to promote and distribute interactive entertainment) and a game education consulting division. Jeannie has directed programs, developed game-based curriculum, and taught at the Art Institute Online, Art Center College of Design, UCLA Extension, and the Academy of Entertainment and Technology at Santa Monica College. Jeannie has developed or participated in game workshops and panels at the Austin Game Developers Conference (GDC Online), Penny Arcade Expo (PAX), Macworld Expo, Game Education Summit, and LA Games Conference. She is ANIMIAMI's Game Conference Chair, SIGGRAPH 2010 session chair -- and a member of the Game Education Summit advisory board and AIAS Online Excellence and Multiplayer Awards panels. Jeannie received an M.A. in Communication Management from USC's Annenberg School (where her thesis focused on using massively multiplayer online games as online distance learning applications) and a B.A. in Mass Communication/Business Administration from UCLA (where she graduated summa cum laude/Phi Beta Kappa and completed an honors thesis focusing on gender role relationships in toy commercials). Jeannie is also an accomplished composer, recording artist, performer, and music instructor (piano/voice).
Table of Contents
Section I: SETUP. The Development of an Industry: How Did We Get Here? Game Elements: Genres, Platforms and Applications. Player Elements: Market, Theory and Interactivity. Section II: SCENARIOS: CREATING COMPELLING CONTENT. Storytelling: Building the Narrative, Characters and Objects. Building the Identity. Interiors and Exteriors. Building the World.User Interface. Building the Connection.Level Design. Building the Experience. Music and Sound. Building the Atmosphere. Section III: STRATEGY: DEVELOPMENT and BUSINESS CYCLES. Pre-Production. Planning and Processing.Production. Prototyping and Playtesting. Post-Production. Maintenance and Marketing.