Synopses & Reviews
"Game Art" analyzes everything that goes into designing and building a successful videogame. Every stage of the process is dissected and examined-from initial concepts, sketches, and storylines, through early prototypes built for testing gameplay, to the full-scale production of all the component elements-script, storyboards, screenplay, graphics, video, music, sound effects, code, and so on. It lifts the lid on a number of typical game-development studios and explains what every member of the creative team does, including how their roles interact and overlap. "Game Art" features Q&A interviews with some of the world's leading game designers, artists, programmers, and production gurus, painting a comprehensive picture of what it is like to design and build a modern videogame.
"The Art of Producing Games" analyzes everything that goes into designing and building a successful videogame, from initial concepts, sketches, and storylines, through early prototypes, to the full-scale production of all the component elements-script, storyboards, screenplay, graphics, video, music, sound effects, code, and so on. Featuring Q&A interviews with some of the world's leading game designers, artists, programmers, and production gurus, "The Art of Producing Games" is the essential reference for anyone wanting to work in the industry, or who is curious to know more about it.
About the Author
David McCarthy has spent the last three years writing for Edge magazine, the world¿s most respected magazine about videogaming. He is currently a freelance journalist, specializing in the field of videogames, and has written for a range of publications, including Official PlayStation2 Magazine, PSM2, PC Gamer, MacFormat, and Sight and Sound. He has provided comment and expert opinion for a variety of media outlets, such as BBC News 24 and Radio One Newsbeat, and has been a member of the advisory board of the Game Developers Conference Europe since the event¿s inception. He read Modern History at Oxford University, and has worked as an investment banker with Salomon Smith Barney. A qualified teacher, mediocre dancer and published author, Ste Curran spent the first few years of his writing career at Edge Magazine, then considered the world's leading videogame journal. Now he survives as a freelance journalist specialising in pithy, dark-eyed commentary, and makes irregular media appearances on national media to douse gaming hyperbole. In August Ste aims to take his first musical, "Pong! A Brief History of Videogames: The Musical (Abdridged) (Working Title)" to the Edinburgh Fringe with the help of his friends and coauthors. He lives in Shepherds Bush with his beautiful, tolerant girlfriend and far too much Japanese gaming ephemera. Simon started work in the games industry in 1992. Joining as a Staff Writer at EMAP Images on the firm's Amiga games magazine "The One," he quickly worked his way through the ranks to become editor of the title within 18 months. He switched to PR in 1994 and helped build some of the industry's most prestigious franchises, working in varying capacities on the launches of Sony PlayStation, Resident Evil, Command and Conquer and the Neo Geo Pocket Color, to name but a few. He joined BHPR in March 2003, having helped establish his previous agency as a global player in the videogame market. A keen gamer, he continues to write for a variety of gaming publications and has won two awards for his service to the videogames industry.
Table of Contents
Part 1. A Brief History of Game Development 1. In the Beginning 2. Game Design in the 1980s 3. Game Design in the 1990s 4. Game Design for the 21st Century Part 2. Preproduction 5. The Preproduction Stage 6. The Pitch 7. Approaches to Preproduction 8. Game Design 9. Tool Building 10. The Production Stage Part 3. Production 11. Programming 12. Level Design 13. Art and Artists 14. Audio Development 15. Story 16. Cut-Scenes 17. Testing Part 4. Postproduction 18. The Postproduction Stage 19. Sequels and Expansions 20. Localization 21. Online Games