Synopses & Reviews
Welcome to Introduction to Game Development, Second Edition, the new edition of the book that combines the wisdom and expertise of more than twenty game industry professionals to give you a unique introduction to all aspects of game development, from design to programming to business and production. Organized around the curriculum guidelines of the International Game Developers Association (IGDA), the book is divided into seven independent sections, each featuring articles written by the experts on those topics. Suitable for both an introductory game development course or as a reference for game developers and designers, the book offers coverage of all the key concepts and ideas that encompass game development, while providing real-life examples and practical insight. Fully revised for today?s technology, this second edition features an expanded section on game design, a new chapter on game writing and interactive storytelling, and much more. And the accompanying CD-ROM contains all the source code, demos, art files, and other materials referenced throughout the book. Introduction to Game Development, Second Edition is a must-have resource for anyone who wants to understand the entire game development process.
Based on the curriculum guidelines of the IGDA, Introduction to Game Development is the first book to survey all aspects of the theory and practice of game development and design. The book, which might be used as a textbook for an introductory course, or for newcomers to the game development arena, is divided into several independent parts, including game programming, game production/design, and the business of game development. Selected topics include discussions of basic programming in C++ and Java, visual design, culture and society, mathematics, physics, artificial intelligence, business, level design, game genre, sound, and more. The accompanying CD-ROM covers tutorials, animations, images, demos, source code, and Microsoft PowerPoint lecture slides to reinforce the concepts presented in the book. Each chapter has been written by leading game developers in their respective areas. This is a must-have resource for anyone looking to understand the entire game development process.
Based on the curriculum guidelines of the IGDA, Introduction to Game Development is the first book to survey all aspects of the theory and practice of game development, design, and production. The book, which might be used as a text for introductory courses or as a comprehensive reference for game developers and designers, is divided into seven independent parts: Critical Game Studies, Game Design, Game Programming (Languages and Architecture), Game Programming (Mathematics, Collision Detection, and Physics), Game Programming (Graphics, Animation, Artificial Intelligence, Audio, and Networking), Audio Visual Design and Production, and Game Production and the Business of Games. Twenty-seven of the leading game developers, programmers, and designers have contributed chapters that discuss state of the art principles and techniques from the game development industry. The accompanying CD-ROM covers tutorials, animations, images, demos, source code, and MicrosoftÂ® PowerPoint lecture slides that reinforce the concepts presented in the book. This is a must-have resource for anyone looking to understand the entire game development process.
Based on the curriculum guidelines of the IGDA, this is the first book to survey all aspects of the theory and practice of game development and design. Key topics include critical game studies, level design, game programming, artificial intelligence, mathematics and physics, and audio design and production. The CD-ROM covers tutorials, animations, images, demos, source code, and lecture slides.
About the Author
Steve Rabin is a Principal Software Engineer at Nintendo of America, where he researches new techniques for NintendoÂ's next generation systems, develops tools, and supports Nintendo developers. Before Nintendo, Steve worked primarily as an AI engineer at several Seattle start-ups including Gas Powered Games,WizBang Software Productions, and Surreal Software. He managed and edited the AI Game Programming Wisdom series of books, as well as the book Introduction to Game Development, and has over a dozen articles published in the Game Programming Gems series. HeÂ's spoken at the Game Developers Conference and moderates the AI roundtables. Steve teaches artificial intelligence at both the University of Washington Extension and at the DigiPen Institute of Technology. He earned a B.S. in Computer Engineering and an M.S. in Computer Science, both from the University of Washington
Table of Contents
Section 1: Critical Game Studies; 1.1: A Brief History of Video Games; 1.2: Games and Society; 1.3: Ludology for Game DevelopersÂ--An Academic Perspective; Section 2: Game Design; 2.1: Understanding FunÂ--The Theory of Natural Funativity; 2.2: Game Design; Section 3: Game Programming: Languages and Architecture; 3.1: Teams and Processes; 3.2: C++, Java, and Scripting Languages; 3.3: Macromedia Flash; 3.4: Programming Fundamentals; 3.5: Debugging Games; 3.6: Game Architecture; 3.7: Memory and I/O Systems; Section 4: Game Programming: Math, Collision Detection, and Physics; 4.1: Mathematical Concepts; 4.2: Collision Detection and Resolution; 4.3: Real-Time Game Physics; Section 5: Game Programming: Graphics, Animation, AI, audio, and Networking; 5.1: Graphics; 5.2: Character Animation; 5.3: Artificial Intelligence: Agents, Architecture, and Techniques; 5.4: Artificial Intelligence: Pathfinding Overview; 5.5: Audio Programming; 5.6: Network and Multiplayer; Section 6: Audio Visual Design and Production; 6.1: Visual Design; 6.2: 3D Modeling; 6.3: 3D Environments; 6.4: 2D Textures and Texture Mapping; 6.5: Surface Effects; 6.6: Lighting; 6.7: Animation; 6.8: Cinematography; 6.9: Audio Design and Production; Section 7: Game Production and the Business of Games; 7.1: Game Production and Project Management; 7.2: Game Industry Roles and Economics; 7.3: The Publisher-Developer Relationship; 7.4: Marketing; 7.5: Intellectual Property Content, Law, and Practice; 7.6: Content Regulation; About the CD-ROM