Àâòîðèçàöèÿ
Ïîèñê ïî óêàçàòåëÿì
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? Âûäåëèòå åå ìûøêîé è íàæìèòå Ctrl+Enter
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
Ðåêëàìà