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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    Íàøëè îïå÷àòêó? 
 
                                
                                    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
ßçûê:  Ðóáðèêà:  Ðàçíîå /Ñòàòóñ ïðåäìåòíîãî óêàçàòåëÿ:  Ãîòîâ óêàçàòåëü ñ íîìåðàìè ñòðàíèö ed2k:   ed2k stats Èçäàíèå:  1st editionÃîä èçäàíèÿ:  2003Êîëè÷åñòâî ñòðàíèö:  330Äîáàâëåíà â êàòàëîã:  11.12.2007Îïåðàöèè:  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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