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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
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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