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Adams E. — Break into the Game Industry: How to Get a Job Making Video Games (Career Series)
Adams E. — Break into the Game Industry: How to Get a Job Making Video Games (Career Series)



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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: en

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
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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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