Introduction to Game Development, Second Edition / Edition 2

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Overview

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.

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Editorial Reviews

From Barnes & Noble
The Barnes & Noble Review
By 2008, the video game industry will soar past $55 billion. If you want to work your way into the industry, it’s not enough to be a programmer or an artist: You should understand the entire game development process and where your skills fit into it. Where can you find comprehensive, trustworthy, up-to-date information about every facet of game development and every area of the industry? Here.

Introduction to Game Development brings together the insights of 25 leading game industry professionals: experts in everything from C++ to collision detection to marketing and law. Each expert was asked to present their area of expertise in all the detail they felt necessary. The result is one big, remarkably meaty book.

You’ll start with some perspective: How did the industry get where it is? Why, exactly, do people play video games? (“Because it’s fun” is not a sufficient answer.) Speaking of which: What exactly is fun, and how do game developers deliver it? Next, you’ll learn the language of game design: how to think about play mechanics, interfaces, constraints, and game psychology.

There are 450 pages on programming and the constellation of tasks surrounding it. That includes development processes, software architecture, math and physics, graphics and animation, artificial intelligence, even network and multiplayer programming. You’ll also find a full section on A/V design and production: everything from 3D modeling and environments to cinematography. Last but most assuredly not least, there’s systematic coverage of business issues: publisher/developer relationships, marketing, intellectual property law, even content ratings. You’ll be hard pressed to find something that isn’t covered thoroughly and well in this book. Bill Camarda, from the July 2005 Read Only

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Product Details

  • ISBN-13: 9781584506799
  • Publisher: Cengage Learning
  • Publication date: 6/26/2009
  • Edition description: New Edition
  • Edition number: 2
  • Pages: 1016
  • Sales rank: 1,206,578
  • Product dimensions: 7.70 (w) x 9.40 (h) x 2.70 (d)

Meet the Author

Steve Rabin is a Principal Software Engineer at Nintendo of America, where he researches new techniques for Nintendo'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. He'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

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Table of Contents

Part 1: Critical Game Studies; Part 2: Game Design; Part 3: Game Programming: Languages and Architecture; Part 4: Game Programming: Math, Collision Detection, and Physics; Part 5: Game Programming: Graphis, Animation, AI, Audio, and Networking; Part 6: Audio Visual Design and Production; Part 7: Game Production and the Business of Games; About the CD-ROM

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