The Game Production Handbook / Edition 3

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Overview

The Game Production Handbook is a practical reference to the ins-and-outs of the game production process. Using a fictitious game project, the book follows the project from concept to gold master. Using this approach, it teaches producers, leads, and studio managers the techniques and processes needed to develop games successfully. It explains how to organize pre-production, production, testing, and final phases of game development, and it provides useful techniques for organizing and scheduling sub-projects, such as motion capture and voiceover shoots. Throughout the book there is an emphasis on effective leadership and communication. Several industry insiders reveal real-life examples of management challenges they have faced, providing valuable insights for anyone with a leadership role. Additionally, the roles of the development team will be defined, along with the training and background needed for each. Practical tips for working effectively with marketing and external vendors are also included. The book focuses on the major production issues of game development, including managing tasks and schedules, organizing and motivating a team, creating an efficient art program, engineering, the design production pipeline, and working with Sony®, Microsoft®, and Nintendo®. This is an indispensable reference for new productions leads and veterans alike. FEATURES
· Provides a comprehensive and practical reference for managing game production
· Follows a sample game project through the entire cycle from concept to code release to illustrate the principles covered
· Includes cutting-edge advice from industry experts on managing teams, tracking schedules, communicating effectively, and keeping teams happy
· Explains how to work effectively with marketing, PR, and other people who are external to the development team (including play test and focus groups)
· Teaches the techniques for planning and executing mo-cap shoots and voiceover shoots
· Gives tips on how to work effectively with external vendors
· Provides general information on working with Sony, Microsoft, and Nintendo when developing console games
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Product Details

  • ISBN-13: 9781449688097
  • Publisher: Jones & Bartlett Learning
  • Publication date: 3/6/2013
  • Edition description: New Edition
  • Edition number: 3
  • Pages: 544
  • Sales rank: 651,206
  • Product dimensions: 6.90 (w) x 8.90 (h) x 1.20 (d)

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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