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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
Production, production risks 55
Production, role of project managers 63
Production, sample development schedule for 72
Production, tasks during 62—66. See also producers
Professional image 174—175
Programmers, sample day for engine 123—124
Programmers, skills needed for 124—125
Programmers, specialization of 129—132 234
Programming 123—132
Programming for home console games 15 17
Programming languages 128—129
Programming, about 123
Programming, educational preparation for retail game 86
Programming, learning 79
Programming, localizing games 68
Programming, porting games to other platforms 34
Programming, programming languages 128—129
Programming, skills needed by testers 164
Programming, tools used in 125—128. See also programmers
Project management 118—123
Project management, careers in 153—162
Project management, curriculum for 94—95
Project management, development teams 120—121
Project management, matrix management 122—123
Project management, producer's skills for 160
Project management, production department 119—120
Project management, project planning 56—57
Project management, role of project managers 63 161—162.
project managers 63 161—162
Project teams, advantages of team players 197
Project teams, bigger games and larger 232—233
Project teams, communications among 159
Project teams, contractual milestones 59
Project teams, prototype research by 55—56
Project teams, team bonding 63
Project teams, team size vs. project phase 62
Project teams, testing incorporated into 121
Proof of concept 55
Proofreading 186
Protecting, company property 229
Protecting, existing inventions 225—226
Protecting, ideas 219 223
Protecting, intellectual property 219—222
Prototyping 54—55
Public events 65
Public relations careers 170
Publications for game industry 47—48
Publications, reviewing industry 107
Publications, writing reviews of games 107—108
Publishers in game industry 32
Publishers, conservatism of 235—236
Publishers, cycles of internal/external development 32—33
Publishers, Electronic Arts 30—31
Publishers, presenting game ideas to 51—53
Publishers, producers' “Sale” of games to 156
Publishing contracts See contracts
Puzzle games and software toys 46
Quake 9
Quality assurance 70—71 163 167
Quirk, Kent 183
RabbitJack's Casino 9
Racing games 43
Real-time strategy game (RTS) 43
Receptionists 171
Recording, mixing, and editing 140
Recruiters 178—179
Rental of games 39
Researching companies 178
Reserve 39
Resumes 174 181—184
Resumes, creating professional 174—175
Resumes, mailing out 190—191
Resumes, structure for 181—182
Resumes, taking to interviews 192
Resumes, tone and content of 183—184
Retailers in game industry 28—30
Retailers, general merchandise stores 29
Retailers, mail-order 29
Retailers, sales of returns by 39—41
Retailers, software stores 29—30
Retirement plans 202
Reviewing industry publications 107
Rossini, Lee 169 176
Royalties, defined 32
Royalties, negotiating advances and 59—60
Royalties, specifying in publishing contracts 58
Royalties, unsold returns and 39—40
RPG (role-playing games) 45—46
Sabbatical 200
Salaries, annual surveys of 197
Salaries, benefits and 197—199
Salaries, getting offers in writing 207
Salaries, negotiating 203—207
Sales of returns by retailers 39—41
Sales, poor game 60
Sanger, George Alistair 7 144
Scanners 136
Schmoozing 179—180
Science skills 80
Scripting languages 131
Secrecy in big companies 229—230
Sequels 237—238
Shareware distribution 38
Sick leave 200
SIGGRAPH 239
Sims, The 41 51
Simulation 130
Skills and careers 112—172
Skills and careers, art and animation 80 132—138
Skills and careers, audio and music 80 138—144
Skills and careers, career ladders 115—118
Skills and careers, customer service 170
Skills and careers, foundation knowledge of computers 79
Skills and careers, game design 147—153
Skills and careers, history 81
Skills and careers, Information Technology 170—171
Skills and careers, internal vs. external development 113—114
Skills and careers, job titles, responsibilities, and org charts 114—115
Skills and careers, mailroom 171
Skills and careers, marketing 167—170
Skills and careers, mathematics 80
Skills and careers, production and project management 153—162
Skills and careers, production vs. development 112—114
Skills and careers, programming 123—132
Skills and careers, project management 118—123
Skills and careers, public relations 170
Skills and careers, reception 171
Skills and careers, science 80
Skills and careers, testing and quality assurance 162—167
Skills and careers, typing 81
Skills and careers, uncovering talents 78—79
Skills and careers, warranty returns 171
Skills and careers, writing 79—80 144—147
Social sciences curriculum 95—96
Software stores 29—30
Sonic Foundry 141 142
sound effects 143
Specializations, advantages of 94
Specializations, art and animation 129—130
Specializations, artificial intelligence 130 152—153
Specializations, audio and music 130 142—143
Specializations, game design 152—153
Specializations, graphics 137—138
Specializations, porting 131 132
Specializations, programming 129—132 234
Specializations, user interface 131 152
Specializations, utilities 131
Sports games 25 43 44
Stock options 198—199 207
Store displays 168
storyboarding 138 152
Strategy and war games 43
Studying game design 104—105
Studying game design, developing own games 106
Studying game design, examining user interface 105
Studying game design, keeping notebook of games 105
Studying game design, reviewing industry publications 107
Subcontracted services 234—235
Subcontractors 34 234—235
Sulak, Phil 132
Sullivan, Michelle 93 133 134
Switching jobs to game design 97—110
Switching jobs to game design from film, tv, or media 97—100
Switching jobs to game design from media and entertainment fields 98
Switching jobs to game design from other high-Tech jobs 100—110
Switching jobs to game design from tv 99—100
Switching jobs to game design, changing from high-tech industry 100—103
Switching jobs to game design, differences between game and high-tech industries 99
Switching jobs to game design, getting jobs without formal experience 103
Switching jobs to game design, Hollywood digital effects skills 100
Switching jobs to game design, playing and studying game design 104—105
Taking breaks 67
Talking about yourself 180
Teams See project teams
Technical director (TD) 161
Technical risks 54—55
Technical writing See writing
Television advertising 65
Testing 66—71 162—167
Testing alpha 66—67
Testing beta 68—69
Testing bug 162
Testing configuration 69 166—167
Testing manager 165—166
Testing, content ratings 70
Testing, incorporated into development team 121
Testing, licensor and console manufacturing approvals 71
Testing, localization work 68
Testing, production department with independent 120
Testing, quality assurance 70—71 163 167
Testing, sample development schedule for 72—73
Testing, taking part in beta 108—110
Testing, talents and skills for 164
Testing, testing manager 165—166
Testing, VCRs for capturing test problems 165
Tests at interviews 196
text editors 125
Texturing 138
Third-person games 42
Time-off benefits 199—200
Tools, artists' 134—137
Tools, audio 141—142
Tools, game designer's 152
Tools, producer's 160
tools, programming 125—128
Tools, testing 164—165
Trade schools 83—85
Trade secrets, non-disclosure agreements and 222—223
Trade secrets, protecting company's 229
Trade shows 65 169 177—178
Trademarks 220—221
Typing skills 81
Ultima online 10
Ultima underworld III 8
User interface, examining 105
User interface, specializing in 131 152
Utilities specializations 131
Vacation 199
VCRs for capturing test problems 165
Vehicle simulators 44
Video games as art form 239—240
Video games, evolution of 3
Video games, games and markets comprising 22
Video games, international market for 16—17
Wacom tablets 136
Walker, Mary Margaret 175 181—182 186 192—193
Walton, Gordon 5
Warranty returns 171
Waveform editors 141
Web sites, developing for new games 65
Web sites, game industry 47—48
Web sites, professional 175
Westlake Interactive 132
Women in game industry 208—211
Work for hire 61—62 220
Work policies 203
Writing cover letters 184—186
Writing foundation skills needed in 79—80
Writing localizing software 68
Writing resumes 181—184
Writing reviews of games 107—108
Writing sample day for writers 144—145
Writing, careers in 144—147
Writing, evaluating curriculum for 92
Writing, skills in 51—52 145—146 151
Writing, specializations in 146—147
Writing, tools for 146
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