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Introduction to Game Development (Game Development Series)

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List Price:
$69.95
Homebizpc.com Price:
$44.07
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Manufacturer: Charles River Media
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Average Customer Rating:     

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Binding: Hardcover Dewey Decimal Number: 794.81536 EAN: 9781584503774 ISBN: 1584503777 Label: Charles River Media Manufacturer: Charles River Media Number Of Items: 1 Number Of Pages: 978 Publication Date: 2005-06 Publisher: Charles River Media Studio: Charles River Media
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Editorial Reviews:
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Based on the curriculum guidelines of the IGDA, Introduction to Game Development is the first book to survey all aspects of the theory and practice of game development and design. The book, which might be used as a textbook for an introductory course, or for newcomers to the game development arena, is divided into several independent parts, including game programming, game production/design, and the business of game development. Selected topics include discussions of basic programming in C++ and Java™, visual design, culture and society, mathematics, physics, artificial intelligence, business, level design, game genre, sound, and many more. The accompanying CD-ROM covers tutorials, animations, images, demos, source code, and Microsoft PowerPoint lecture slides to reinforce the concepts presented in the book. Each chapter has been written by leading game developers in their respective areas. This is a must-have resource for anyone looking to understand the entire! game development process. KEY TOPICS: * Critical Game Studies: The History of Video Games Game Studies (Ludology) Games and Society * Game Design: Conceptual Game Play Play Mechanics Ideas Game Theory Abstract Design Elements Psychological Design Considerations Interface Design Gender Inclusive Design; Practical Game Design Spatial Design Task Design Design Integration Control Schemes Training Play Testing Player Analysis Design Implications of Platform Choice * Game Programming: The Process of Game Programming Practical Game Programming Issues Programming Fundamentals Math and Physics Artificial Intelligence Graphics and Animation Audio Programming Network Programming * Visual Design and Production: Graphics Design User Interface Design 3D Modeling 2D Textures and Texture Mapping Animation Cinematography in Games 3D Environments Lighting and Shadows Surface Effects * Audio Design and Production: Audio Design Skills Fundamentals Interactive Audio Sound Effects;Music 3D Audio * Game Production and Management: Team Make-up Phases of Game Development Group Dynamics Design Documentation Scheduling Quality Assurance Coordinating Efforts Product Post Mortems * The Business of Games: Business of Gaming The Publisher-Developer Relationship Marketing Intellectual Property Content Regulation
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Spotlight customer reviews:
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Customer Rating:      Summary: More like intro to game management... Comment: This is a very useful book with respect to tying the elements of a game together as well as giving a broad outline of game program flow. It highlights necessary business considerations toward completing the final product.
Sadly, as a programming book, it falls short of the mark with respect to teaching any programming code. It aludes to examples on the included CD but does not explain concepts covered in the code.
This book is useful to a person who already has a strong programming background who is looking for ways to tie things up and market their final product. For a person who is looking for a tutorial for programming games, I would look somewhere else.
Customer Rating:      Summary: Illusion of Usefulness Comment: The book only offers some insight into a realistic game production pipeline; it tries to cover subjects from "Fun" theory to BASIC to small Physics equations to Artistry.
As an introductory book it is -ok- in these respects; however, I just suppose I found myself disagreeing with alot of the subject matter that is presented. Especially when it came to the design section, they try to put in the "waterfall" flow of design into game design which just seems too counter productive to be a realistic methodology for developing a game. Especially if you're only an 'entry' level designer.
Customer Rating:      Summary: Probally a Good Classroom Text Comment: This is a good book introducing game programming. It is massive, trying to cover almost every essential aspect of game programming. This book would be a great supplemental text, along with another code specific book, for a two-semester game programming class. If you are a newbie looking for a quick way to learn basic game programming techniques on your own, this book is probaly not for you. (Not that there is truly a quick way.) It is a long read with little code. Let me make it clear this is a good book worth reading: it is just not the quick and dirty introduction that I was looking for. I suggest a step-by-step type book that offers a working game at the end, along with this book.
Customer Rating:      Summary: Great Book! Comment: I am a Instructor who adopted this book for a College Course, Intro to Game Design. This book is well organized and goes over numerous major concepts that apply to all interested people in the game field. The only complaint is there is almost no pictures, so that makes the text extremely heavy being 945 pages.
Customer Rating:      Summary: A weighty text based on the curriculum guidelines of the IGDA Comment: Steve Rabin edits Introduction To Game Development a weighty text based on the curriculum guidelines of the IGDA and the first to examine all aspects of the theory and applications of game development and design. It lends to use either as the classroom text or as supplemental college-level reading: a comprehensive overview accompanied by a detailed CD-ROM holding all animations, documents and demos referenced in the text makes for a very detailed presentation packed with tutorials and source code, while almost thirty leading industry game developers and programmers contribute technical chapters. A highly recommended pick, indeed.
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