Introduction to Game Development [NOOK Book]

Overview

A skills-based book that teaches specific Photoshop tricks in one- or two-page tutorials. Each skill is showcased by a handful of humorous images, giving readers the building blocks they need to create their own works of humor-filled art. "Create Optical Delusions with Adobe Photoshop" sets itself apart from the typical Photoshop book by covering the wonders of Photoshop with a funny, and sometimes shocking, spin. It includes the artwork of Worth1000.com, recently chosen as one of PC Magazine's top 100 Web sites....
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Introduction to Game Development

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Overview

A skills-based book that teaches specific Photoshop tricks in one- or two-page tutorials. Each skill is showcased by a handful of humorous images, giving readers the building blocks they need to create their own works of humor-filled art. "Create Optical Delusions with Adobe Photoshop" sets itself apart from the typical Photoshop book by covering the wonders of Photoshop with a funny, and sometimes shocking, spin. It includes the artwork of Worth1000.com, recently chosen as one of PC Magazine's top 100 Web sites. The images of Worth1000.com have been featured in USA Today, on CNN, and on Good Morning America.
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Editorial Reviews

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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: 9781584507093
  • Publisher: Cengage Learning
  • Publication date: 1/6/2009
  • Sold by: CENGAGE LEARNING
  • Format: eBook
  • Sales rank: 872,220
  • File size: 8 MB

Meet 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

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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 Developers—An Academic Perspective; Section 2: Game Design; 2.1: Understanding Fun—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

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