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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:
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
Game industry, bundling games with computers 39
Game industry, console manufacturers 35—36
Game industry, cyclical nature of 25
Game industry, demographics and markets for 40—41
Game industry, developers in 33—34
Game industry, distributors in 30
Game industry, engineering for interactive media 25—26
Game industry, game genres 42—47
Game industry, online distribution channels 37—38
Game industry, porting games to new platforms 34
Game industry, product manufacturers 36—37
Game industry, publications and web sites for 47—48
Game industry, publishers in 32
Game industry, rental of games 39
Game industry, retail sales of returns 39—41
Game industry, retailers in 28—30
Game industry, role of customer in 26—29
Game industry, shareware distribution for 38. See also game genres; product lines
GameDev.Net 48
Gameplay testing 163
Gamers, ages of 40—41
Gamers, casual vs. hardcore 41
Gamers, gender of 41
Games notebook 105
Gays in game industry 215
Gender of target market for games 41
Gender, workplace discrimination and 208—211
General merchandise stores 29
Gramlich, Jon 163—164
Graphic adventure games 45
Graphics, action gaming and 3-D 9
Graphics, specializing in 129—130 137—138 234
Green, Robin 113 234
Half-life 9
Handheld device games 19—20
HappyPuppy.com 47
Hard sciences and engineering curriculum 96
Hardware tools for artists 136—137
Hawkins, William “Trip” 31
Headhunters 178—179
Health benefits 200—201
High school diploma 81
High tech professions See switching jobs to game design
History of interactive games 2—10
History of interactive games, 3-D graphics and action gaming 9
History of interactive games, arcade and console games 4
History of interactive games, CD-ROM and 7—8
History of interactive games, evolution of video games 3
History of interactive games, gaming on IBM PC 6—7
History of interactive games, interactive movies 8—9
History of interactive games, mainframe gaming 2
History of interactive games, Nintendo and home console games 6
History of interactive games, online gaming 9—10
History of interactive games, personal computer games 4—5
History skills 81
holidays 200
Home console games, developing 14—15 17—18
Home console games, introduction of 4
Home console games, Microsoft Xbox 17—18
Home console games, Nintendo and 6
Home console games, PCs vs. home game consoles 12—14
Home console games, preparation for programming 86
Home console games, programming experience needed in 15
Home console games, ROM cartridges for 14—15
Home console games, top-Selling 43
Home game consoles 12—14
Homebrew games 238—239
Humanities curriculum 95—96
IBM PC gaming 6—7
IDE (Integrated Development Environment) 127
Ideas 219 223
IGDA (International Game Developers Association) Curriculum Framework 86 88—89 90
IGDA (International Game Developers Association), Education Committee 239
IGDA (International Game Developers Association), joining 177
IGDA (International Game Developers Association), women in 209
IGF (Independent Game Festival) 239
Imagination 150
Inbreeding in game development 236—237
Independent Game Festival (IGF) 239
Industry events 106—107
Information technology 170—171
intellectual property 219—222
Interactive movies 8—9
Interactive writing 92
Internal development 32
Internal development, external vs. 113—114
Internal development, game design by internal developers 54
Internal development, internal producers 114
Internal development, pitching games to publishers 52
Internal development, project planning 56
International Game Developers Association See IGDA
International markets 16—17
Internet, online distribution channels 37—38
Internet, online gaming 9—10
Internet, online role-playing games 45—46
Interviews 191—196
Interviews, dressing for 193—194
Interviews, non-disclosure agreements and 223
Interviews, people you meet during 194—195
Interviews, phone 192
Interviews, showing demo at 195—196
Interviews, tests 196
interviews, tips for 191—193
Java 128
Job hunting 174—216
Job hunting, adaptability 183
Job hunting, building demo 186—188
Job hunting, creating professional image 174—175
Job hunting, developing concise applications and demos 188—189
Job hunting, developing gambling equipment 21
Job hunting, discrimination and workplace issues 207—216
Job hunting, finding and applying for jobs 189—191
Job hunting, interviews 191—196
Job hunting, mailing resumes 190—191
Job hunting, negotiating salaries 203—207
Job hunting, networking and 175—181
Job hunting, nudity or erotic material in demos 188
Job hunting, resume and cover letter 181—186
Job hunting, salary and other compensation 197—203
Job hunting, tips for 63. See also compensation packages; interviews
Job hunting, with no formal experience 103
Job titles 114—115
Kalson, Amy 97
Karx, Christy 99—100
Languages for international products 16
LBE (Location-Based entertainment) 20
leadership 158
Legal issues 218—230
Legal issues, California Labor Code on employee inventions 226—227
Legal issues, copyrights 218 220
Legal issues, hazards of moonlighting 227—228
Legal issues, ideas unprotected 219
Legal issues, moral rights 228
Legal issues, patents 221—222
Legal issues, protecting company property 229
Legal issues, protecting ideas 223
Legal issues, protection of intellectual property 219—222
Legal issues, secrecy in big companies 229—230
Legal issues, trade secrets and non-disclosure agreements 222—223
Legal issues, trademarks 220—221
Legal issues, understanding employment contracts 224—226. See also contracts
Lesbians in game industry 215
licenses 168—169
Licensor and console manufacturing approvals 71
Lion King, The 69—70
localization 68
Location-Based entertainment (LBE) 20
Logon, Lauren 84
Luban, Pascal 102
Macintosh, audio tools in 141
Macintosh, evolution of gaming on 7
Macintosh, market for games on 13
Magnavox Odyssey 4
Mail-order vendors 29
Mailroom jobs 171
Mainframe gaming 2
Manuals 147
Manufacturer's suggested retail price (MSRP) 28
Manufacturing games 73—74
Marketing director 169
Marketing, activities in 64—66
Marketing, careers in 167—170
Massively-multiplayer online role-Playing game (MMORPG) 10 45
Mathematics skills 80 124 151
Matrix management 122—123
McGrath, Kevin 74—75 94
Meeting game developers 176—178
Meridian 59 10
Merripen, Clarinda 211
Microprocessor and gaming 4—5
Microsoft Project 160
Microsoft Xbox 17—18
MIDI sequencers 141
milestones 59
Minorities in game industry 211—215
MMORPG (massively-multiplayer online role-playing game) 10 45
Moonlighting 225 227—228
Moral rights 228
Motion capture tools 137
MSRP (manufacturer's suggested retail price) 28
MUDs (multi-user dungeons) 10
Multimedia products 21—22
MUSIC See audio and music
National Television Standards Committee (NTSC) 16
NDAs (non-disclosure agreements) 222—223
Negotiating, producer's skills for 159
Negotiating, royalties and advances 59—60
Neri, Jake 64 95 105—106 110
Network and server programming 131
Networking 175—181
Networking, about 175—176
Networking, finding leads through 105—106 107 189
Networking, researching companies 178
Networking, schmoozing 179—180
Networking, sincerity and 181
Networking, talking about yourself 180
Networking, where to meet game developers 176—178
Nintendo 6
Non-disclosure agreements (NDAs) 222—223
Non-western game developers 215—216
Notebooks, designer diaries 66
Notebooks, keeping games 105
NTSC (National Television Standards Committee) 16
Object-oriented software design 125
Offer letters 207
Online games, developing 18—19
Online games, evolution of 9—10
Online games, online distribution channels 37—38
Online games, online role-playing games 45—46
OpenGL 129
O’Connor, Susan 92 107 144—145
PAL (Phase Alternation Lines) 15
Patents 221—222
Paying back advances 60
PDAs (personal digital assistants) 19—20
Performance analyzers 126
Persistence 105—106
Persistent worlds 10 19 45
Personal computer games, history of 4—5
Personal computer games, PCs vs. home game consoles 12—14
personal computers See computers
phone interviews 192
Physics 130
Pitching games to publishers 52—53
Pizer, Patricia 91 149—150
Platform games 43
players See gamers
Playing and studying game design 104—105
Point-of-view (POV) shooters 42
Pong 4
Porcher, Darrell 211 212—214
portfolios See demos
Porting games 34 131 132
Postgraduate study 96
Pre-production game development 53—57
Pre-production game development, creative risks 55
Pre-production game development, designing games 53—54
Pre-production game development, going to full production 57
Pre-production game development, production risks 55
Pre-production game development, project planning 56—57
Pre-production game development, sample development schedule for 72
Pre-production game development, technical risks 54—55
Preparing to be a game designer 78—110
Preparing to be a game designer from other high tech jobs 100—110
Preparing to be a game designer, advantages working in media and entertainment 98
Preparing to be a game designer, breaking into games from tv 99—100
Preparing to be a game designer, choosing your curriculum 88—96
Preparing to be a game designer, continuing on to higher education 82—88
Preparing to be a game designer, developing own games 106
Preparing to be a game designer, differences between game and high-tech industries 99
Preparing to be a game designer, educational foundation needed 79—81
Preparing to be a game designer, examining user interface 105
Preparing to be a game designer, focus groups 110
Preparing to be a game designer, getting jobs without formal experience 103
Preparing to be a game designer, graduating from high school 81
Preparing to be a game designer, if you have a high tech job 100—110
Preparing to be a game designer, industry events 106—107
Preparing to be a game designer, keeping notebook of games 105
Preparing to be a game designer, participating in beta tests 108—110
Preparing to be a game designer, persistence 105—106
Preparing to be a game designer, playing and studying game design 104—105
Preparing to be a game designer, postgraduate programs 96
Preparing to be a game designer, reviewing industry publications 107
Preparing to be a game designer, switching jobs in high tech field 97—100
Preparing to be a game designer, transferring Hollywood digital effects skills 100
Preparing to be a game designer, uncovering talents 78—79
Preparing to be a game designer, while in public school 78—82
Preparing to be a game designer, writing reviews of games 107—108. See also curriculum; education; switching jobs to game design
Press events 65
Print advertising 65
Producers, assistant 153
Producers, associate 154
Producers, defined 32
Producers, executive 156—157
Producers, function of 154—156 157
Producers, internal and external 114
Producers, job of 233
Producers, talents and skills of 158—160
Product lines 12—22
Product lines, arcade games 18
Product lines, gambling equipment 21
Product lines, handheld devices 19—20
Product lines, home console games 14—15 17—18
Product lines, location-based entertainment 20
Product lines, miscellaneous games 21
Product lines, multimedia products vs. games 21—22
Product lines, online games 18—19
Product lines, personal computer games 12—14. See also game industry
Product manufacturers 36—37
Product sense 158
Production, career ladder for 115—116 117
Production, careers in 153—162
Production, curriculum for production and project management 94—95
Production, departmental functions in 119—120
Production, development vs. 112—114
Production, going to full 57
Production, graph of project team size vs. time 62
Production, marketing activities during 64—66
Production, org charts for departments 120 121
Production, production meetings 64
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