Designing and Developing Multimedia: A Practical Guide for the Producer, Director, and Writer / Edition 1by Larry Elin
Pub. Date: 07/10/2000
The new media industry needs the producer who manages, the director with creative vision, and the writer who documents the development process. This comprehensive book is a practical, skills-oriented book for the producer, director, and writer of multimedia. It provides readers with a sound grounding in the concepts of interactive design, and then takes/b>
The new media industry needs the producer who manages, the director with creative vision, and the writer who documents the development process. This comprehensive book is a practical, skills-oriented book for the producer, director, and writer of multimedia. It provides readers with a sound grounding in the concepts of interactive design, and then takes them through the step-by-step process of developing the multimedia product. Written with a professional orientation, this book teaches readers how to create multimedia faster, better, and less expensively. It also can act as a procedure manual for the reader's company. Topics include: Interactive, non-linear, multimedia design; the development process; games and educational products. For any multimedia professional, in particular CD-ROM developers and publishers.
- Publication date:
- Edition description:
- New Edition
- Product dimensions:
- 6.90(w) x 9.00(h) x 0.90(d)
Table of ContentsEach chapter begins with “Chapter Objectives,” and concludes with “Chapter Summary” and “Recommended Reading.”
1.Multimedia and the People Who Make It.
Multimedia Is Interactive.
The Audience Re-Defined.
What Users Want.
The Multimedia Designer.
Design Is a Process.
A Case Study.
The Roles of the Producer, Director, and Writer.
2.Principles of Interactive Design.
Multimedia as a System.
Components of the System.
3.Design for Instructional and Educational Multimedia.
The Instructional Designer.
Types of Computer-Based Learning.
The Criteria for Selecting Multimedia.
Design Parameters for Educational Multimedia.
Educational and Instructional Multimedia Venues.
A Case Study.
What Are Games?
Games Are Pervasive.
Similarities between Games and Films.
Games and Education.
Why People Play Games.
Guidelines for a Game.
5.The Interactive Design Process.
The Design Team.
Step 1: Write a Concept Document.
Step 2: Perform a Competitive Analysis.
Step 3: Write a Top Level Design.
Step 4: Perform a Cost/Benefit Analysis.
Step 5: Write the Functional Specification.
6.The Functional Specification.
Start with Structure.
Sample Functional Specification.
The Game Design Document.
7.The Development Process Overview.
The Importance of Phases.
Who Is the Client?
The Development Phases.
8.The Discovery Phase.
The Prize of the Discovery Phase.
Why Discovery Is Necessary.
The Developer Qualifies the Client.
The Client Qualifies the Developer.
Educate the Client.
Learn from the Client.
Establish Deal Points with the Client.
Creating Discovery Phase Deliverables.
The Proposal and Bid.
9.The Design Phase.
The Design Phase Prize.
Review of the Functional Specification.
Design Phase Deliverables.
The Producer during the Design Phase.
The Director during the Design Phase.
The Writer during the Design Phase.
10.The Development Agreement.
Proposals and Bids.
Joint Development Agreements.
The Letter of Intent.
Development and Publishing Agreement.
11.The Prototype Phase.
The Prize of the Prototype Phase.
Purposes of the Prototype.
Plan and Produce the Prototype.
Focus Test the Prototype.
Incorporate Test Results.
12.The Production Phase.
The Production Phase Prize.
Production Phase Deliverables.
Production Phase Tasks.
Role of the Producer and Director during Development.
Alpha and Beta Discs.
The Gold Master.
Appendix A: The Student Project.
Cancer: A Survival Guide.
Appendix B: The Multimedia Industry.
Marketing Segments and Businesses.
Appendix C: The Multimedia Studio.
Glossary of Multimedia Terms.
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