The game production handbook:
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Burlington, MA
Jones & Bartlett
2014
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Ausgabe: | 3. edition |
Schriftenreihe: | Foundations of game development
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | Includes bibliographical references and index. Hier auch später erschienene unveränderte Nachdrucke. |
Beschreibung: | XIX, 462 Seiten Diagramme |
ISBN: | 9781449688097 1449688098 |
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adam_text | Titel: The game production handbook
Autor: Chandler, Heather Maxwell
Jahr: 2014
Contents
Preface xvii
Acknowledgments xix
About the Author xix
Part I General Production Overview 1
Chapter 1 Game Production Overview 3
1.1 Introduction 3
1.2 Production Cycle 4
1.3 Preproduction 5
Game Concept 6
Game Requirements 7
Game Plan 8
Preproduction Checklist 8
1.4 Production 9
Plan Implementation 10
Tracking Progress 11
Task Completion 11
Production Checklist 12
1.5 Testing 12
Plan Validation 13
Code Release 13
Testing Checklist 14
1.6 Postproduction 15
Learning from Experience 15
Archiving the Plan 15
Postproduction Checklist 15
1.7 Chapter Summary 16
Chapter 2 Roles on the Team 17
2.1 Introduction 17
in
iv Contents
2.2 Production 17
Executive Producer 18
Producer 18
Associate Producer 20
Background and Training 20
2.3 Art 22
Art Director 23
Lead Artist 23
Concept Artist 23
World Builder or Level Designer 23
Asset Artist 24
Animator 24
Technical Artist 24
Marketing Artist 24
Background and Training 24
2.4 Engineering 25
Technical Director 26
Lead Engineer 26
Engineer 26
Background and Training 27
2.5 Design 28
Creative Director 29
Lead Designer 30
Designer 30
Writer 30
Background and Training 31
2.6 Audio 31
Sound Designer 31
Composer 31
Background and Training 32
2.7 Quality Assurance Testing 32
Lead QA Tester 32
QA Tester 32
Background and Training 33
2.8 Team Organization 33
2.9 Corporate 35
Marketing and Public Relations 35
Creative Services 35
Sales 36
2.10 Chapter Summary 36
Contents
Chapter 3 Project Management Methods 37
3.1 Introduction 37
3.2 Pros and Cons 38
3.3 Personal Software Process (PSP) 39
3.4 Serum 42
3.5 Project Management Institute (PMI) 46
3.6 Chapter Summary 51
Part II Business Information 53
Chapter 4 Legal Information 55
4.1 Introduction 55
4.2 Intellectual Property Rights 56
Legal Information 56
Copyrights 57
Trademarks 57
Trade Secrets 58
Patents 59
4.3 Legal Agreements 59
Employee-Consultant Agreements 59
Work for Hire 60
Nondisclosure Agreements (NDAs) 60
Development Contracts 61
End User License Agreements (EULAs) 62
Terms of Service (TOS) 62
4.4 Licenses 62
4.5 Chapter Summary 63
Chapter 5 Developer and Publisher Relationships 65
5.1 Introduction 65
5.2 Pitching a Game to a Publisher 65
5.3 Financing Options 70
5.4 Managing the Developer-Publisher Relationship 71
Independent Developer 76
Publisher-Owned Developer 80
5.5 Third-Party Game Approvals 81
5.6 Chapter Summary 82
Part III Managing People 83
Chapter 6 Hiring and Retaining Talent 85
6.1 Introduction 85
vi Contents
6.2 Hiring Talent 85
Screening Resumes 86
Interviewing Talent 87
Providing Feedback 90
6.3 Retaining Talent 91
6.4 Training 93
Game Development Resources 93
Organizations 94
Conferences and Trade Shows 95
General Game Industry Information 95
6.5 Chapter Summary 96
Chapter 7 Teams 97
7.1 Introduction 97
7.2 Project Leadership 98
7.3 PickingLeads 100
7.4 Team Building 101
Getting to Know Each Other 102
Role Definition 103
Cross-Training 104
Seating Arrangements 106
Team Meetings 107
Team Website 108
7.5 Team Buy-In and Motivation 109
Warning Signs 110
Addressing the Warning Signs 111
Showing Appreciation 112
Sharing Vision 113
TeamSurvey 113
7.6 Quality of Life 115
7.7 Chapter Summary 117
Chapter 8 Effective Communication 119
8.1 Introduction 119
8.2 Written Communication 119
8.3 Oral Communication 120
8.4 Nonverbal Communication 122
8.5 Establishing Communication Norms 123
Contents vü
8.6 Communication Challenges 124
Resolving Conflict 124
Consensus 125
Delivering Bad News 126
Giving Effective Feedback 126
8.7 Chapter Summary 127
Part IV Preproduction 129
Chapter 9 Game Concept 131
9.1 Introduction 131
9.2 Beginning the Process 132
Brainstorming 133
Initial Concept 134
Genre 135
Platform 136
Revenue Model 136
SWOT Analysis 137
Competitive Analysis 139
Approval 141
9.3 Define Concept 141
Mission Statement 142
Game Setting 143
Gameplay Mechanics 143
Story Synopsis 144
Concept Art 144
Audio Elements 145
9.4 Prototyping 146
9.5 Risk Analysis 148
9.6PitchIdea 151
9.7 Project Kick-Off 153
9.8 Concept Outline 153
9.9 Chapter Summary 153
Chapter 10 Game Requirements 155
10.1 Introduction 155
10.2 Define Game Features 155
10.3 Define Milestones and Deliverables 157
10.4 Evaluate Technology 162
viii Contents
10.5 Define Tools and Pipeline 164
10.6 Documentation 166
Design 167
Art 168
Technical 169
10.7 Risk Analysis 170
10.8 Approval 170
10.9 Game Requirements Outline 172
10.10 Chapter Summary 172
Chapter 11 Game Plan 173
11.1 Introduction 173
11.2 Dependencies 174
11.3 Schedules 175
Creating a Schedule 176
Initial Schedule 177
Work Breakdown Structure 177
Detailed Schedule 180
Tracking Tasks 185
11.4 Staffing 188
11.5 Budgets 189
Creating a Budget 190
Managing a Budget 195
11.6 Outsourcing 195
11.7 Middleware 198
11.8 Game Plan Outline 201
11.9 Chapter Summary 202
Part V Production 203
Chapter 12 Production Cycle 205
12.1 Introduction 205
12.2 Design Production Cycle 207
12.3 Art Production Cycle 208
12.4 Engineering Production Cycle 209
12.5 Working Together 209
12.6 Chapter Summary 210
Chapter 13 Production Techniques 211
13.1 Introduction 211
13.2 Getting a Project Back on Track 211
Contents ix
13.3 Project Reviews 214
Conducting a Project Review 215
Benefits 216
13.4 Critical Stage Analysis 217
13.5 Weekly Status Reports 217
For the Development Team 218
For Management 218
13.6 Running Meetings 219
13.7 Resource Allocation 220
13.8 Preventing Feature Creep 221
Prioritizing Features 222
Change Requests 222
13.9 Establishing Approval Processes 223
Keep it Simple 223
Define and Publish 223
Centralize the Tracking 224
13.10 Task Forces or Strike Teams 224
13.11 Chapter Summary 224
Chapter 14 Making Builds 225
14.1 Introduction 225
14.2 Build Process 225
Build Schedule 226
Automated Builds 227
14.3 Multilingual Builds 228
14.4 Build Notes 228
For the Development Team 228
For Management 229
For Marketing and PR 229
14.5 Preventing Piracy 230
14.6 Chapter Summary 231
Part VI Testing 233
Chapter 15 Testing 235
15.1 Introduction 235
15.2 Testing Schedule 236
15.3 Test Plans 237
15.4 Testing Pipeline 239
Bug-Tracking Database 240
Bug Definitions 240
Contents
15.5 Testing Cycle 241
Writing Bugs 242
Assigning and Closing Bugs 243
Checking Technical Requirements 244
15.6 External Testing 245
15.7 Chapter Summary 247
Chapter 16 Code Releasing 249
16.1 Introduction 249
16.2 Determining Code Release 249
16.3 Code Release Checklist 250
16.4 Gold Masters 252
16.5 Chapter Summary 254
Part VII Postproduction 255
Chapter 17 Postmortems 257
17.1 Introduction 257
17.2 Purpose ofa Postmortem 257
17.3 Conducting a Postmortem 259
Involve the Entire Team 260
Prepare for the Postmortem 260
Maintain Focus 261
17.4 Lessons Learned Document 262
17.5 Chapter Summary 263
Chapter 18 Closing Kits 265
18.1 Introduction 265
18.2 Defming Closing Kits 265
18.3 Creating Closing Kits 266
Assets 266
Text Assets 266
Voiceover Assets 267
Art Assets 267
Cinematic Assets 267
Localization Assets 267
Packaging Assets 267
Tools 268
Game Code 268
Documentation 268
Contents xi
Game Documentation 268
Technical Guidelines 269
General Product Information 269
18.4 Organizing Content 269
18.5 Finalizing Closing Kits 270
18.6 Closing Kit Checklist 273
18.7 Chapter Summary 273
Chapter 19 Software Ratings 275
19.1 Introduction 275
19.2 Software Age Ratings 275
19.3 ESRB (United States) 277
19.4 PEGI (Europe) 278
19.5 USK(Germany) 279
19.6 ACB (Australia) 279
19.7 CERO (Japan) 280
19.8 KMRB (Korea) 280
19.9 Chapter Summary 282
Chapter 20 Localization 283
20.1 Introduction 283
20.2 Creating International Content 284
20.3 Localization-Friendly Code 284
Language Assets 285
Text Assets 285
Art Assets 285
Voiceover Assets 286
International Characters and Fonts 286
User Interface 286
Keyboard Input 287
PAL Versus NTSC 287
Other Technical Considerations 287
20.4 Level of Localization 288
20.5 Localization Plan 288
20.6 Organizing Assets for Translation 291
20.7 Integrating Translated Assets 292
20.8 Testing 293
Functionality Testing 293
Linguistic Testing 294
xii Contents
20.9 Third-Party Submission 295
20.10 Localization Checklist 296
20.11 Chapter Summary 297
Chapter 21 Voiceover 299
21.1 Introduction 299
21.2 Planning for Voiceover 300
Voiceover Design 300
Technical Considerations 301
21.3 Choosing a Sound Studio 308
21.4 BidPackages 310
21.5 Casting Actors 313
Union Versus Nonunion 313
Celebrity Voices 314
Preparing Character Descriptions 314
Auditions 317
Selecting and Booking Actors 318
21.6 Recording Voiceover 319
Preparing for a Recording Session 319
Directing Actors 321
Selecting Takes 322
Audio Deliverables 322
21.7 Voiceover Checklist 323
21.8 Chapter Summary 324
Chapter 22 Music 325
22.1 Introduction 325
22.2 Planning for Music 325
Music Design 326
Technical Considerations 326
Schedule and Staffing 328
Bid Packages 330
22.3 Working with a Composer 332
22.4 Licensing Music 333
22.5 Chapter Summary 333
Chapter 23 Motion Capture 335
23.1 Introduction 335
23.2 Planning for Motion Capture 335
Motion Capture Requirements 336
Contents xiii
Motion Capture Shot List 336
Schedule 337
23.3 Working with a Motion Capture Studio 338
23.4 BidPackages 338
23.5 Preparing for a Motion Capture Shoot 339
23.6 Motion Capture Checklist 341
23.7 Chapter Summary 342
Chapter 24 Marketing and Public Relations 343
24.1 Introduction 343
24.2 Working with Marketing 343
Development Milestone Schedule 344
Game Documentation 344
Focus Groups 345
24.3 Packaging 346
Manuals 346
Box Art 347
Keyboard Reference Cards 347
24.4 Demos 348
Planning for a Demo 348
Console Demos 349
Localized Demos 349
24.5 Marketing Assets 350
24.6 Game Builds 350
Working with Public Relations 351
Press Tours 351
Interviews 351
Developer Diaries 351
Tradeshows 353
24.7 Asset Deliverable Checklist 353
24.8 Chapter Summary 354
Appendix A Case Study-Game Production Cycle 357
A.l Introduction 357
A.2 Preproduction Phase 358
A.2.1 Concept 358
A.2.2 Define Concept 362
A.2.3 Define Requirements 367
A.2.4 Create Game Plan 377
A.2.5 Completing Preproduction 389
xiv Contents
A.3 Technical Production 390
A.3.1 Voiceover 391
A.3.2 Music 397
A.3.3 Motion Capture 399
A.3.4 Marketing and PR 400
A.4 Production 403
A.4.1 Production Cycle 404
A.4.2 Build Process 404
A.4.3 Localization 405
A.4.4 Production Scenarios 409
A.4.5 Completing Production 411
A.5 Testing Phase 412
A.5.1 Testing 412
A.5.2 Code Release Candidate 414
A.5.3 Completing Testing 418
A.6 Postproduction Phase 419
A.6.1 Postmortem 419
A.6.2 Closing Kit 419
A.6.3 Completing Postproduction 420
Appendix B Glossary 421
Appendix C Resources 425
Books 425
Articles 426
Websites 427
Appendix D Biographies 429
James Barrell 429
Tom Buscaglia 429
Melanie Cambron 430
Carey Chico 430
Don Daglow 430
Stephanie O Malley Deming 431
Tracy Fullerton 431
Karin Groepper 432
Lee Jacobson 432
Clinton Keith 432
Jeff Matsushita 433
Jay Powell 433
Contents xv
Amanda Rubright 433
Tobi Saulnier 434
Tom Sloper 434
Wade Tinney 435
Index 437
|
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dewey-tens | 790 - Recreational and performing arts |
discipline | Sport Informatik |
edition | 3. edition |
format | Book |
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id | DE-604.BV041129804 |
illustrated | Not Illustrated |
indexdate | 2024-08-01T11:14:45Z |
institution | BVB |
isbn | 9781449688097 1449688098 |
language | English |
lccn | 2012047543 |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-026105647 |
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owner | DE-91G DE-BY-TUM DE-523 DE-863 DE-BY-FWS |
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physical | XIX, 462 Seiten Diagramme |
publishDate | 2014 |
publishDateSearch | 2014 |
publishDateSort | 2014 |
publisher | Jones & Bartlett |
record_format | marc |
series2 | Foundations of game development |
spellingShingle | Chandler, Heather Maxwell The game production handbook Computer games Programming Computerspiel (DE-588)4010457-6 gnd Softwareentwicklung (DE-588)4116522-6 gnd |
subject_GND | (DE-588)4010457-6 (DE-588)4116522-6 |
title | The game production handbook |
title_auth | The game production handbook |
title_exact_search | The game production handbook |
title_full | The game production handbook Heather Maxwell Chandler |
title_fullStr | The game production handbook Heather Maxwell Chandler |
title_full_unstemmed | The game production handbook Heather Maxwell Chandler |
title_short | The game production handbook |
title_sort | the game production handbook |
topic | Computer games Programming Computerspiel (DE-588)4010457-6 gnd Softwareentwicklung (DE-588)4116522-6 gnd |
topic_facet | Computer games Programming Computerspiel Softwareentwicklung |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=026105647&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
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