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                    Adams E. — Break into the Game Industry: How to Get a Job Making Video Games (Career Series) 
                  
                
                    
                        
                            
                                
                                    Îáñóäèòå êíèãó íà íàó÷íîì ôîðóìå      
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                                    Íàçâàíèå:   Break into the Game Industry: How to Get a Job Making Video Games (Career Series) 
Àâòîð:   Adams E.   
Àííîòàöèÿ:  "Ernest Adams has been around the gaming block many times; his industry insights coupled with the developer war stories should give any aspirant that extra edge to break into the game industry." —Jason Della Rocca, Program Director, International Game Developers Association
 
 Practical Advice for Landing the Job You Want!
 
 Join the fun! Learn how to become part of the excitement and creativity of game development—one of the hottest and most profitable industries today. Author, game designer, and producer Ernest Adams takes you inside the game industry, then delivers an action plan for you to break in—even without any game industry experience. Get great career advice and learn the different jobs that are available. Whether you're a curious gamer, a student, or a career changer seeking immediate help, this handy guide provides the information and insider advice you need to land a job in the game industry.
 * Learn how a game is built and published 
 * Understand and acquire the skills you need to get into the industry 
 * Discover the inner workings of the game business 
 * Get your foot in the door as a game tester or with other entry-level jobs 
 * Exercise your creativity as a game designer, artist, producer, or programmer 
 * Get the right education for the job you want 
 * Gain insightful advice from more than 20 industry professionals 
 * Includes hundreds of useful resources for job seekers
 
ßçûê:   
Ðóáðèêà:  Ðàçíîå / 
Ñòàòóñ ïðåäìåòíîãî óêàçàòåëÿ:  Ãîòîâ óêàçàòåëü ñ íîìåðàìè ñòðàíèö  
ed2k:   ed2k stats  
Èçäàíèå:  1st edition 
Ãîä èçäàíèÿ:  2003 
Êîëè÷åñòâî ñòðàíèö:  330 
Äîáàâëåíà â êàòàëîã:  11.12.2007 
Îïåðàöèè:  Ïîëîæèòü íà ïîëêó  |
	 
	Ñêîïèðîâàòü ññûëêó äëÿ ôîðóìà  | Ñêîïèðîâàòü ID 
                                 
                             
                        
                     
                 
                                                                
			         
	          
                
                    Ïðåäìåòíûé óêàçàòåëü 
                  
                
                    
                        2-D tools        136   138    
3-D accelerator        9    
3-D animation        137    
3-D graphics and action gaming        9    
3-D modeling        137    
3-D tools        134—135    
7th Guest, The        8    
Academic research on gaming        239    
Accredited schools        87    
Action games        9   42—43    
Adaptability        183    
Adaptive music        143    
Add-on manufacturers        36    
Adult game market        40—41    
Advances        58   59—60    
Advertising, developing campaigns for        16    
Advertising, print and television        65    
Advertising, writing        147    
alpha testing        66—67    
American Association for Artificia Intelligence        239    
Animation, 2-D        138    
Animation, 3-D        137    
Animation, careers in        132—134    
Animation, evaluating curriculum for        92    
Animation, specializing in        130    
Applying for jobs, mailing applications and Dem        188—189    
Applying for jobs, sending resumes        190—191    
arcade games        4   18    
ART        132—138    
Art, 2-D        138    
Art, careers in        132—134    
Art, developing skills        80    
Art, evaluating curriculum for        92    
Art, localization and        68    
Art, specializing in graphics        129—130   137—138   234    
Art, tools for artists        134—137    
artificial intelligence        130   152—153    
assemblers        126    
Assembly language        128    
Assistant producer        153    
Associate producer        154    
Audio and music        138—144    
Audio and music, composing music        140    
Audio and music, curriculum for        93    
Audio and music, developing skills in        80    
Audio and music, localizations by audio engineers        68    
Audio and music, sample day for lead designer of        139    
Audio and music, specializations for        130   142—143    
Audio and music, tools        141—142    
Audio/video recording scripts        147    
BASIC programming language        2   3   5    
Battlezone        101    
Beeman, Ellen Guon        37   50   157   209   223    
benefits        197—203    
Best        345    
beta testing        68—69   108—110    
Blake, Kim        159   197   233    
Box design        66    
Bryson, Dave        107   123—124    
Budgeting and scheduling        160    
Bug database        67   165    
Bug testing        162    
Bundling games        39    
Business cards        174—175    
C# programming language        129    
C++ programming language        128    
California Labor Code        226—227    
Cancelled games        60    
Career ladders        115—118   See    
CD-ROMs, influence on gaming        7—8    
CD-ROMs, interactive movies on        8—9    
Cecil, Charles        236    
Children's games        40—41   46—47    
Children's Online Privacy Protection Act (COPPA)        109    
Co-marketing activities        65    
CodeWarrior        127    
Colleges, The        86    
communications        158—159   164    
Compensation packages        197—203    
Compensation packages, about        197    
Compensation packages, health benefits        200—201    
Compensation packages, miscellaneous benefits        202—203    
Compensation packages, retirement        202    
Compensation packages, salaries and benefits        197—199    
Compensation packages, salary negotiation        203—207    
Compensation packages, time-off benefits        199—200    
Compensation packages, work policies        203    
Compensatory (comp) time        200    
Compilers and linkers        125    
Composing music        140    
Computers, beta testing requirements for        108    
Computers, bundling games with new        39    
Computers, costs of home game consoles vs. personal        14    
Computers, developing foundation in        79    
Computers, games for personal        4—5   12—14    
Concept sketching        138    
Configuration testing, about        69   163    
Configuration testing, career in        166—167    
Console games        See home console games    
Console manufacturers        35—36    
Construction and management simulations        44—45    
Content, creating        233—234    
Content, Nintendo's standards        6    
Content, ratings for        70    
Contracts        58—61    
Contracts, advances        58   60    
Contracts, milestones        59    
Contracts, negotiating advances and royalties        59—60    
Contracts, publishing        58—61    
Contracts, royalties        32   39—40   58   59—60    
Contracts, subcontractors        34   234—235    
Contracts, understanding employment        224—226    
Contracts, work-for-hire        61—62    
Converting games        34   131   132    
copyrights        218   220    
Cost of goods        36    
Costs, comparative entertainment        27—28    
Costs, home game consoles        14    
Costs, increasing development        235—238    
Costs, manufacturing games        73—74    
Costs, purchase price for games        27    
Cover letters        184—186    
Creative risks        55    
Cryptography and security        131—132    
Cultural variations in gaming        16—17    
Curriculum, art and animation        92    
Curriculum, audio and music        93    
Curriculum, choosing your        88—96    
Curriculum, evaluating offerings in        89—90    
Curriculum, hard sciences and engineering        96    
Curriculum, humanities and social sciences        95—96    
Curriculum, IGDA Curriculum Framework        86   88—89   90    
Curriculum, interdisciplinary focus of game design        91    
Curriculum, laying educational foundation        79—81    
Curriculum, production and project management        94—95    
Curriculum, programming        94    
Curriculum, resources on game design        91    
Curriculum, writing and English        92    
Customer service        170    
Customers, ages of target market        40—41    
Customers, casual vs. hardcore players        41    
Customers, gender of        41    
Customers, role in game industry        26—29    
Cyclical nature of game industry        25    
Dance simulations        42    
Debugging        125    
Demographics and markets        40—41    
Demographics and markets, ages of target market        40—41    
Demographics and markets, casual vs. hardcore players        41    
Demographics and markets, gender of customers        41    
Demos        107   174    
Demos, building        186—188    
Demos, non-Disclosure agreements and        223    
Demos, nudity or erotic material in        188    
Demos, showing at interviews        195—196    
Design        See game design    
Design ladder        115—116   118    
Designer diaries        66    
Develop        48    
Developers, discrimination against non-Western        215—216    
Developers, internal and external        54    
Developers, meeting        176—178    
Developers, role of        33—34    
Developing games        50—75    
Developing games, creative risks        55    
Developing games, developing game ideas        50—53   106    
Developing games, development contract        58—62    
Developing games, evolutionary vs. revolutionary ideas        50—51    
Developing games, going to full production        57    
Developing games, increasing costs        235—238    
Developing games, job hunting tips        63    
Developing games, manufacturing        73—74    
Developing games, marketing activities        64—66    
Developing games, pitching        52—53    
Developing games, pre-production stage        53—57    
Developing games, presenting game ideas to publishers        51—52    
Developing games, production meetings        64    
Developing games, production risks        55    
Developing games, production stage        62—66    
Developing games, production vs. development        112—114    
Developing games, project planning        56—57    
Developing games, project team size vs. time        62    
Developing games, publishing contracts for        58—61    
Developing games, role of project managers        63    
Developing games, sample development schedule        72—73    
Developing games, technical risks        54—55    
Developing games, testing        66—71    
Developing games, work-For-Hire contracts for        61—62; See also contracts; external development; game ideas; internal development    
Development ladders        115—117    
Development stations        15   127—128    
Development teams        See project teams    
Digital cameras        136    
DirectX        13   129    
Discrimination and workplace issues        207—216    
Discrimination and workplace issues, evaluating employers' values        208    
Discrimination and workplace issues, gays and lesbians in game industry        215    
Discrimination and workplace issues, minorities in game industry        211—215    
Discrimination and workplace issues, non-Western game developers        215—216    
Discrimination and workplace issues, women in game industry        208—211    
Distributors in game industry        30    
Documenting code        125    
DOOM        9    
Drawing tablets        136    
Dressing for interviews        193—194    
Duncan, Darryl        93   141   211   212—215    
e-mail        98    
Economic security of game industry        240—241    
EDGE        47    
Education        82—88    
Education, advantages of interdisciplinary        91    
Education, choosing four-year degrees        82—83    
Education, educators' opinions of gaming        87—88    
Education, evaluating colleges        85—87    
Education, faculty's opinions of gaming        87—88    
Education, laying your educational foundation        79—81    
Education, postgraduate study        96    
Education, selecting your curriculum        88—96    
Education, trade schools        83—85    
Education, two- or four-year programs        85. See also curriculum    
Electronic Arts        30—31   71   74—75   119   123—124    
Employees, company benefits        197—203    
Employees, hazards of moonlighting        227—228    
Employees, legal protection for inventions        225—227    
Employees, stock purchase plans for        199    
Employees, subcontracted services        34   234—235    
Employers, avoiding incompetent        63    
Employers, evaluating values of        208    
Engineering in interactive media        25—26    
Engineering, curriculum required in        96    
English skills        79—80. See also writing    
Entertainment Software Rating Board        70    
Entertainment, cost comparison of        27—28    
Entertainment, gaming and business of        24—25    
Executive producer        156—157    
External development        32    
External development, designing games as external developer        54    
External development, external producers        114    
External development, internal vs.        113—114    
External development, pitching games to publishers        52    
External development, project planning        56—57    
Fantasy role-playing games        45    
Fiction writing        See writing    
Fighting games        42    
Finding jobs        189—191    
Fiske Guide to Colleges, The        85—86    
Flextime        203    
focus groups        110    
Foley editing        143    
FPSs (first-person shooters)        42    
Fulop, Rob        160    
Future of gaming        232—242    
Future of gaming, academic research on gaming        239    
Future of gaming, bigger games and larger teams        232—233    
Future of gaming, economic security of gaming        240—241    
Future of gaming, homebrew games        238—239    
Future of gaming, inbreeding        236—237    
Future of gaming, increasing costs        235—238    
Future of gaming, programmer specialization        234    
Future of gaming, publisher conservatism        235—236    
Future of gaming, rise of content creators        233—234    
Future of gaming, sequels        237—238    
Future of gaming, subcontracted services        234—235    
Future of gaming, video games as art form        239—240    
Gamasutra        48    
Gambling equipment        21    
Game design        147—153    
Game design documents        146    
Game design, as pre-production stage        53—54    
Game design, design ladder        115—116   118    
Game design, game designers        148—149    
Game design, lead designer        149    
Game design, level designers        148    
Game design, sample day in        149—150    
Game design, specializations for        152—153    
Game design, tools for        152. See also game designers; preparing to be a game designer    
Game designers        148—149    
Game designers, lead designer        149    
Game designers, level designers        148    
Game designers, where to meet        176—178. See also game design; preparing to be a game designer    
Game Developer        47   48   197    
Game genres        42—47    
Game genres, action games        9   42—43    
Game genres, children's games        46—47    
Game genres, construction and management simulations        44—45    
Game genres, fantasy role-playing games        45    
Game genres, graphic adventures        45    
Game genres, online role-playing games        45—46    
Game genres, puzzle games and software toys        46    
Game genres, sports games        25   43   44    
Game genres, strategy and war games        43    
Game genres, studying and playing different        104    
Game genres, top-selling console        43    
Game genres, vehicle simulators        44. See also product lines    
Game ideas        50—53    
Game ideas, evolutionary or revolutionary        50—51    
Game ideas, how publishers hear about        51—52    
Game ideas, pitching        52—53    
Game industry        24—48    
Game industry, add-on manufacturers        36    
Game industry, as entertainment business        24—25    
                            
                     
                  
			 
		          
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