Kamis, 21 Maret 2013

[H847.Ebook] Ebook Download End-to-End Game Development: Creating Independent Serious Games and Simulations from Start to Finish, by Nick Iuppa, Terry Borst

Ebook Download End-to-End Game Development: Creating Independent Serious Games and Simulations from Start to Finish, by Nick Iuppa, Terry Borst

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End-to-End Game Development: Creating Independent Serious Games and Simulations from Start to Finish, by Nick Iuppa, Terry Borst

End-to-End Game Development: Creating Independent Serious Games and Simulations from Start to Finish, by Nick Iuppa, Terry Borst



End-to-End Game Development: Creating Independent Serious Games and Simulations from Start to Finish, by Nick Iuppa, Terry Borst

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End-to-End Game Development: Creating Independent Serious Games and Simulations from Start to Finish, by Nick Iuppa, Terry Borst

You're part of a new venture, an independent gaming company, and you are about to undertake your first development project. The client wants a serious game, one with instructional goals and assessment metrics. Or you may be in a position to green light such a project yourself, believing that it can advance your organization's mission and goals. This book provides a proven process to take an independent game project from start to finish.

In order to build a successful game, you need to wear many hats. There are graphic artists, software engineers, designers, producers, marketers - all take part in the process at various (coordinated) stages, and the end result is hopefully a successful game. Veteran game producers and writers (Iuppa and Borst) cover all of these areas for you, with step by step instructions and checklists to get the work done.

The final section of the book offers a series of case studies from REAL indy games that have been developed and launched succesfully, and show exactly how the principles outlined in the book can be applied to real world products.

The book's associated author web site offers ancillary materials & references as well as serious game demos and presentations.

  • Sales Rank: #2895870 in Books
  • Published on: 2009-12-03
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.60" h x .80" w x 7.40" l, 1.70 pounds
  • Binding: Paperback
  • 381 pages

About the Author
Terry Borst is a Writers Guild of America member with credits in feature films, episodic television, and videogames, including the award-winning WING COMMANDER III and WING COMMANDER IV, and Microsoft's space adventure game FREELANCER. He has also taught screenwriting and multimedia design at UCLA, USC, the College of Santa Fe, the Banff Centre for the Arts, Moorpark College and various conferences and workshops.

Most helpful customer reviews

4 of 4 people found the following review helpful.
Repetitive
By ut158
First of all, allow me to add my voice to the other reviews on this product that suggest that "End-to-End Game Development" is the wrong title for this book. "Building a Game Developing Company" would be much more appropriate. I won't dwell on that, though, since so many other people have said the same thing.

The other criticism I have is that for a good part of the beginning of the book, the author defines the nomenclature that he will be using throughout the book. Then he defines it again. ...and again ...and again... um... OK, once was enough, alright?

There are amusing parts here and there--the tid bit about the history of lawyers gave me a good chuckle, for example, but overall, I wouldn't recommend this book. ...unless you wanted to start a gaming company :)

7 of 9 people found the following review helpful.
Bad Approach Used
By Dan McKinnon
The way 'End-to-End Game Development: Creating Independent Serious Games and Simulations from Start to Finish' was written is simply not the way that I feel this book should have been undertaken. For subject matter such as this, an example project should have been devised, and the book should have gone through the steps to do exactly what the title says. Show the starting point of how an idea was created, and the steps it goes through to get from point A to point Z. Instead of doing this, the authors use a variety of examples throughout, with scattered content and scattered results.

This approach might work for talking about a programming language, but I really think it's haphazard way of doing things here.

I simply cannot recommend this book.

**

3 of 4 people found the following review helpful.
Serious indeed
By Trevor Burnham
End-to-End Game Development seems to be aimed at people who want to manage a serious game project (where "serious game" essentially means "used for training"), but who don't have a strong technical background. Since the title uses the phrase "game development," you might think it's aimed at developers. Not at all. A better title would be "Managing a Serious Game Project."

The ideal audience for this book is someone who has a grant to develop some kind of training game and has never played a game before in their life. Personally, I'm a programmer, and I've played a fair number of games. I also run a business and have an academic background (I even took a graduate-level course called "Videogames and Learning"), so it's not that I don't care about the marketing of games or the psychology behind them; it's that those areas are presented in an exceptionally turgid way here. Let me give an example: Chapter 17 is entitled "The Concept Document." OK, I don't care about concept documents, but maybe you do. But do you really need paragraphs like:

"You may generate several different concepts and need a one-page concept document for each. Compare-and-contrast was a good exercise back in high school, and generating multiple concepts may be a way to sift through different approaches and arrive at the best one."

To be fair, the chapter is only 12 pages long. 4 of those pages are a real example of a concept document (for a firefighter training game), which is useful. It's the other 8 pages that annoy me. And every chapter is like that. Chapter 19 is dedicated to "Development and Delivery Platforms," giving pros and cons for each major console (and some minor ones) of the last decade. Cons of the PlayStation, for instance, include "A majority of North American households don't have a PlayStation" and "Art and programming development (i.e., skilled labor costs) can be expensive, given the complexity of building 3D objects, environments, and interactions." The latter point isn't even PlayStation-specific. And none of it is very useful. Do managers really choose to deploy a game on the PlayStation instead of the XBox because of a few bullet points?

After years of academic neglect of games, there's now a glut of exceptionally dull books on the subject; this is just one of them. If you're developing a game of any kind, the one book I would strongly recommend is the Game Design Workshop. Only read this one if you're trying to get a grant.

See all 19 customer reviews...

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