Overview

The Game Production Handbook, Third Edition gives producers, leads, and studio managers all the information they need in order to successfully develop a game from concept to release-ready gold master. Fully revised and updated to reflect the rapidly evolving game development landscape, the third edition of this definitive and best-selling text covers pre-production, production, testing, and code release, as well as more specific topics including voiceovers, mo-cap shoots, marketing, localizations, managing ...
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The Game Production Handbook

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Overview

The Game Production Handbook, Third Edition gives producers, leads, and studio managers all the information they need in order to successfully develop a game from concept to release-ready gold master. Fully revised and updated to reflect the rapidly evolving game development landscape, the third edition of this definitive and best-selling text covers pre-production, production, testing, and code release, as well as more specific topics including voiceovers, mo-cap shoots, marketing, localizations, managing external contractors, writing documentation, and project management practices.

All-new material in the third edition includes new sections on mobile gaming and product management, an overview of useful production tools, and new interviews with industry professionals who offer an insider’s view of successful game development as well as highly relevant real-world examples that contextualize the resources provided by the text. A detailed case study of a fictitious game project illustrates the production cycle, documentation, and other key production concepts. Accessible enough for beginners and comprehensive enough for experienced developers, The Game Production Handbook, Third Edition is an invaluable standalone text for students and professionals alike.

Prepare students to successfully enter the exciting world of game development with The Game Production Handbook, Third Edition.

New to the Third Edition:
-Offers new interviews with industry experts who discuss insider knowledge and real world examples of what works and what doesn’t work in game development.
-Contains new sections on product management, audio as it relates to the production process, financing options, and the latest relevant production tools.
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Product Details

  • ISBN-13: 9781284033885
  • Publisher: Jones & Bartlett Learning
  • Publication date: 3/1/2013
  • Sold by: Barnes & Noble
  • Format: eBook
  • Edition number: 3
  • Pages: 544
  • Sales rank: 1,196,927
  • File size: 13 MB
  • Note: This product may take a few minutes to download.

Meet the Author

Heather Chandler has been involved with game production since 1996. She recently founded Media Sunshine, Inc., a company which provides game development consulting services to developers, publishers, and vendors. Prior to the creation of MSI, Heather held various production roles at Ubisoft, Electronic Arts, and Activision, where she shipped over 30 games. She is the author of The Game Localization Handbook (Charles River Media, 2004) and has published several other articles on game development and production, including three chapters in Secrets of the Game Business, Second Edition (Charles River Media, 2005). For more information, please visit www.mediasunshine.com.
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Table of Contents

Part 1:  General Production
Chapter 1:  Overview of Pre-Production, Production, Code Release
Chapter 2:  Roles on the Team Part 2:  Managing People
Chapter 3:  Picking Good Project Leads
Chapter 4:  Effective Written and Spoken Communication
Chapter 5:  Interpersonal Relationships
Chapter 6:  Training Team MembersPart 3: Managing Projects
Chapter 7:  Project Management Overview
Chapter 8:  Running Efficient Meetings
Chapter 9: Managing Teams
Chapter 10:  Different Game Development ModelsPart 4:  Production Cycle
Chapter 11:  Budgets and Schedules
Chapter 12:  Asset Management
Chapter 13:  Design
Chapter 14:  Art
Chapter 15:  Engineering
Chapter 16:  QA
Chapter 17:  Code Releasing Part 5:  Other Production Information
Chapter 18:  Cinematics
Chapter 19:  Sound
Chapter 20: Mo-Cap
Chapter 21:  Localization
Chapter 22:  Contracts and Negotiations
Chapter 23:  External Vendors
Chapter 24: Marketing and PR Appendix:  Suggested Reading
Appendix:  Game Convention and Resource
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