Fundamentals Of Game Development

Fundamentals Of Game Development

by Heather Maxwell Chandler, Rafael Chandler
     
 

binding type PBSee more details below

Overview

binding type PB

Product Details

ISBN-13:
9780763778958
Publisher:
Jones & Bartlett Learning
Publication date:
05/02/2010
Edition description:
1E
Pages:
381
Sales rank:
997,092
Product dimensions:
6.90(w) x 8.90(h) x 0.90(d)

Related Subjects

Meet the Author

Table of Contents

About the Authors

Preface

Chapter 1 What Is a Game? 1

1.1 Introduction 1

1.2 What is a Game? 1

1.2.1 Platform 2

1.2.2 Player Mode 3

1.3 1960s: The Birth of Games 4

1.4 1970s: The Rise of Arcade Games 4

1.5 1980s: The Crash and Recovery 5

1.6 1990s: The Console Wars 7

1.7 2000s: Online Games and Beyond 8

1.8 Chapter Summary 10

1.9 Questions and Exercises 10

Chapter 2 The Game Industry 13

2.1 Introduction 13

2.2 Game Industry Overview 13

2.2.1 Role of the Publisher 14

2.2.2 Role of the Developer 14

2.3 Game Concept Basics 14

2.3.1 Rules 15

2.3.2 Challenges 15

2.4 Pitch Documentation 16

2.5 Pitching a Game to a Publisher 17

2.6 Managing the Developer---Publisher Relationship 22

2.6.1 Independent Developer 26

2.6.2 Publisher-Owned Developer 30

2.7 Legal Agreements 32

2.7.1 Types of Legal Agreements 33

2.7.2 Work for Hire 33

2.7.3 Nondisclosure Agreements (NDAs) 34

2.7.4 Development Contracts 34

2.8 Licenses 35

2.9 Console Manufacturers Approval 37

2.10 Chapter Summary 37

2.11 Questions and Exercises 38

Chapter 3 Roles on the Team 41

3.1 Introduction 41

3.2 Production 42

3.2.1 Executive Producer 43

3.2.2 Producer 43

3.2.3 Associate Producer 44

3.2.4 Background and Training 45

3.3 Art 47

3.3.1 Art Director 47

3.3.2 Lead Artist 48

3.3.3 Concept Artist 48

3.3.4 World Builder or Level Designer 48

3.3.5 Asset Artist 48

3.3.6 Animator 48

3.3.7 Technical Artist 48

3.3.8 Marketing Artist 49

3.3.9 Background and Training 49

3.4 Engineering 50

3.4.1 Technical Director 50

3.4.2 Lead Engineer 50

3.4.3 Engineer 51

3.4.4 Background and Training 51

3.5 Design 53

3.5.1 Creative Director 54

3.5.2 Lead Designer 54

3.5.3 Designer 55

3.5.4 Writer 55

3.5.5 Background and Training 55

3.6 Quality Assurance Testing 57

3.6.1 Lead QA Tester 58

3.6.2 QA Tester 58

3.6.3 Background and Training 58

3.7 Team Organization 58

3.8 Corporate 61

3.8.1 Marketing and Public Relations 62

3.8.2 Creative Services 62

3.8.3 Sales 62

3.8.4 Background and Training 62

3.9 Chapter Summary 63

3.10 Questions and Exercises 63

Chapter 4 Teams 65

4.1 Introduction 65

4.2 Project Leadership 66

4.3 Picking Leads 68

4.4 Team Building 70

4.4.1 Role Definition 72

4.4.2 Cross-Training 73

4.4.3 Seating Arrangements 75

4.4.4 Team Meetings 75

4.4.5 Team Website 76

4.5 Team Buy-in and Motivation 77

4.5.1 Warning Signs 78

4.5.2 Addressing the Warning Signs 80

4.5.3 Showing Appreciation 80

4.5.4 Sharing Vision 81

4.6 Chapter Summary 82

4.7 Questions and Exercises 82

Chapter 5 Effective Communication 85

5.1 Introduction 85

5.2 Written Communication 85

5.3 Oral Communication 86

5.4 Nonverbal Communication 87

5.5 Establishing Communication Norms 88

5.6 Communication Challenges 90

5.6.1 Resolving Conflict 90

5.6.2 Delivering Bad News 92

5.6.3 Giving Effective Feedback 93

5.7 Chapter Summary 94

5.8 Questions and Exercises 94

Chapter 6 Game Production Overview 97

6.1 Introduction 97

6.2 Production Cycle 97

6.3 Preproduction 99

6.3.1 Game Concept 100

6.3.2 Game Requirements 101

6.3.3 Game Plan 102

6.3.4 Preproduction Checklist 102

6.4 Production 104

6.4.1 Plan Implementation 104

6.4.2 Tracking Progress 105

6.4.3 Task Completion 105

6.4.4 Production Checklist 106

6.5 Testing 107

6.5.1 Plan Validation 107

6.5.2 Code Release 107

6.5.3 Testing Checklist 108

6.6 Postproduction 109

6.6.1 Learn from Experience 109

6.6.2 Archive Plan 109

6.6.3 Postproduction Checklist 109

6.7 Chapter Summary 109

6.8 Questions and Exercises 110

Chapter 7 Game Concept 113

7.1 Introduction 113

7.2 Beginning the Process 114

7.2.1 Motivation 115

7.2.2 Target Audience 115

7.2.3 Initial Concept 118

7.2.4 Genre 119

7.2.5 Platform 123

7.2.6 SWOT Analysis 123

7.2.7 Competitive Analysis 125

7.2.8 Documentation Standards 126

7.2.9 Approval 126

7.3 Defining the Concept 129

7.3.1 Mission Statement 130

7.3.2 Game Setting 130

7.3.3 Gameplay Mechanics 131

7.3.4 Story Synopsis 132

7.3.5 Concept Art 132

7.3.6 User Interface 132

7.3.7 Audio Elements 133

7.4 Game Programming Basics 134

7.5 Prototyping 134

7.6 Risk Analysis 137

7.7 Pitch Idea 139

7.8 Project Kickoff 141

7.9 Concept Outline 141

7.10 Chapter Summary 141

7.11 Questions and Exercises 143

Chapter 8 Characters, Setting, and Story 145

8.1 Introduction 145

8.2 Story Development 145

8.3 Gameplay 147

8.4 Characters 147

8.5 Setting 149

8.6 Dialogue 149

8.7 Cinematics 150

8.8 Story Documentation 151

8.9 Chapter Summary 152

8.10 Questions and Exercises 153

Chapter 9 Game Requirements 155

9.1 Introduction 155

9.2 Define Game Features 155

9.3 Define Milestones and Deliverables 157

9.4 Evaluate Technology 163

9.5 Define Tools and Pipeline 165

9.6 Documentation 167

9.6.1 Design 168

9.6.2 Art 169

9.6.3 Technical 171

9.7 Approval 172

9.8 Game Requirements Outline 172

9.9 Chapter Summary 172

9.10 Questions and Exercises 174

Chapter 10 Game Plan 177

10.1 Introduction 177

10.2 Dependencies 178

10.3 Schedules 179

10.3.1 Creating a Schedule 180

10.3.2 Initial Schedule 181

10.3.3 Work Breakdown Structure 181

10.3.4 Detailed Schedule 184

10.4 Budgets 188

10.4.1 Creating a Budget 190

10.4.2 Managing a Budget 193

10.5 Staffing 195

10.6 Outsourcing 195

10.6.1 Communication 198

10.7 Middleware 198

10.8 Game Plan Outline 203

10.9 Chapter Summary 203

10.10 Questions and Exercises 203

Chapter 11 Production Cycle 205

11.1 Introduction 205

11.2 Design Production Cycle 206

11.3 Art Production Cycle 207

11.4 Engineering Production Cycle 208

11.5 Working Together 209

11.6 Chapter Summary 211

11.7 Questions and Exercises 211

Chapter 12 Voiceover and Music 213

12.1 Introduction 213

12.2 Planning for Voiceover 214

12.2.1 Voiceover Design 214

12.2.2 Voiceover Script 215

12.2.3 Placeholder Voiceover 217

12.2.4 Schedule and Staffing 218

12.3 Choosing a Sound Studio 220

12.3.1 Bid Packages 222

12.4 Casting Actors 225

12.4.1 Union Versus Nonunion 225

12.4.2 Celebrity Voices 225

12.4.3 Preparing Character Descriptions 226

12.4.4 Auditions 229

12.4.5 Selecting and Booking Actors 230

12.5 Recording Voiceover 231

12.5.1 Preparing for Recording Session 231

12.5.2 Directing Actors 233

12.5.3 Selecting Takes 234

12.5.4 Audio Deliverables 234

12.6 Voiceover Checklist 234

12.7 Planning for Music 236

12.7.1 Music Design 236

12.7.2 Schedule and Staffing 237

12.7.3 Scheduling for Cinematics 238

12.7.4 Bid Packages 239

12.8 Working with a Composer 241

12.9 Licensing Music 242

12.10 Chapter Summary 244

12.11 Questions and Exercises 244

Chapter 13 Localization 247

13.1 Introduction 247

13.2 Creating International Content 248

13.3 Localization-Friendly Code 248

13.3.1 Language Assets 249

13.3.2 International Characters and Fonts 250

13.3.3 User Interface 250

13.3.4 Keyboard Input 250

13.3.5 Other Technical Considerations 251

13.4 Level of Localization 251

13.5 Localization Plan 252

13.5.1 Schedule, Budget, and Staffing 252

13.6 Testing 255

13.6.1 Functionality Testing 255

13.6.2 Linguistic Testing 255

13.7 Localization Checklist 259

13.8 Chapter Summary 259

13.9 Questions and Exercises 259

Chapter 14 Testing and Code Releasing 261

14.1 Introduction 261

14.2 Testing Schedule 262

14.3 Test Plans 263

14.4 Testing Pipeline 265

14.4.1 Bug-Tracking Database 266

14.4.2 Bug Definitions 266

14.5 Testing Cycle 267

14.5.1 Writing Up Bugs 267

14.5.2 Assigning and Closing Bugs 269

14.5.3 Checking TCRs 270

14.6 External Testing 270

14.7 Determining Code Release 272

14.8 Code Release Checklist 273

14.9 Gold Masters 275

14.10 Postmortems 277

14.10.1 Purpose of a Postmortem 277

14.10.2 Lessons Learned Document 278

14.11 Chapter Summary 279

14.12 Quetions and Exercises 280

Chapter 15 Marketing and Public Relations 283

15.1 Introduction 283

15.2 Software Age Ratings 283

15.3 Working with Marketing 286

15.3.1 Development Milestone Schedule 287

15.3.2 Game Documentation 287

15.3.3 Focus Groups 288

15.4 Packaging 289

15.4.1 Manuals 289

15.4.2 Box Art 290

15.5 Demos 290

15.5.1 Planning for a Demo 291

15.6 Marketing Assets 292

15.7 Game Builds 292

15.8 Working with Public Relations 292

15.8.1 Press Tours 293

15.8.2 Interviews 293

15.8.3 Developer Diaries 293

15.8.4 Trade Shows 293

15.9 Asset Deliverable Checklist 295

15.10 Chapter Summary 295

15.11 Questions and Exercises 295

Appendix A Case Study---Justice Unit 297

Appendix B Glossary 357

Appendix C Resources 360

Appendix D Star Trek Online 363

Appendix E Interview Biographies 365

Index 373

Read More

Customer Reviews

Average Review:

Write a Review

and post it to your social network

     

Most Helpful Customer Reviews

See all customer reviews >