Game Development and ProductionWordware Publishing, Inc., 2003 - 412 páginas A handbook for game development with coverage of both team management topics, such as task tracking and creating the technical design document, and outsourcing strategies for contents, such as motion capture and voice-over talent. It covers various aspects of game development. |
Índice
Part II How to Make a Game | 37 |
Part III Game Development | 203 |
Part IV Game Development Resource Guide | 311 |
Epilogue | 393 |
Appendix A Suggested Reading | 395 |
Appendix B The Art Institute of CaliforniaOrange County | 401 |
405 | |
About the CD | 413 |
Palavras e frases frequentes
able actors artists assassin assault rifle assets audio beta testers beta testing BioWare budget bugs Chapter character cinematics class diagram console core create detailed devel development team Diablo Dynaverse employees engine fans first-person shooter folks game company game design document game development game industry game mechanics game project game's gameplay Gantt chart goal Gran Turismo implementation interactions interface ject license look looping blending ment menu Microsoft mission motion capture movie outsourcing Pac-Man patch perform PERT chart play player preproduction production programmers project plan publisher QA team Quake real-time strategy release requirements schedule script ship shot for looping Skilled sound effects Star Trek Starfleet Command studio Taldren tasks team members technical design document tion TOMMY TALLARICO track Unified Modeling Language vision document voice-over
Referências a este livro
The European Conference on Games Based Learning: ECGBL Thomas Remenyi Pré-visualização indisponível - 2007 |
Handbook of Human Performance Technology: Principles, Practices, and Potential James A. Pershing Pré-visualização limitada - 2006 |