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The game production handbook

Author: Heather Maxwell Chandler
Publisher: Hingham, Mass. : Infinity Science Press, ©2009.
Series: Computer science series (Hingham, Mass.)
Edition/Format:   Print book : CD for computer : English : 2nd edView all editions and formats
Summary:

Presents information that a producer, lead, or studio manager needs to know in order to successfully develop a game from concept to gold master. This title covers the general game development topics  Read more...

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Document Type: Book
All Authors / Contributors: Heather Maxwell Chandler
ISBN: 9781934015407 1934015407
OCLC Number: 225874151
Notes: Includes index.
Description: xxii, 482 pages : illustrations ; 24 cm + 1 CD-ROM (4 3/4 in.).
Contents: Part I. General production overview : Game production overview : Production cycle ; Pre-production ; Production ; Testing ; Post-production --
Roles on the team : Production ; Art ; Engineering ; Design ; Quality assurance testing ; Team organization ; Corporate --
Project management methods : Pros and cons ; Personal Software Process (PSP) ; Scrum ; Project Management Institute (PMI) --
Part II. Business information : Legal Information : Intellectual property rights ; Legal agreements ; Licenses --
Developer and publisher relationships : Pitching a game to a publisher ; Managing the developer-publisher relationship ; Third-party game approach --
Part III. Managing people : Hiring and retaining talent : Hiring talent ; Retaining talent ; Training --
Teams : Project leadership ; Picking leads ; Team building ; Team buy-in and motivation ; Quality of life --
Effective communication : Written communication ; Oral communication ; Nonverbal communication ; Establishing communication norms ; Communication challenges --
Part IV. Technical production : Massively multiplayer online games : Differences between MMOs and other games ; Pre-production ; Production ; Post-production --
Voiceover : Planning for voiceover ; Choosing a sound studio ; Casting actors ; Recording voiceover ; Voiceover checklist --
Music : Planning for music ; Working with a composer ; Licensing music --
Motion capture : Planning for motion capture ; Working with a motion capture studio ; Preparing for a motion capture shoot ; Motion capture checklist --
Marketing and public relations : Working with marketing ; Packaging ; Demos ; Marketing assets ; Game builds ; Asset deliverable checklist --
Part V. Pre-production : Game concept : Beginning the process ; Define concept ; Prototyping ; Risk analysis ; Pitch idea ; Project kick-off ; Concept outline --
Game requirements : Define game features ; Define milestones and deliverables ; Evaluate technology ; Define tools and pipeline ; Documentation ; Risk analysis ; Approval ; Game requirements outline --
Game plan : Dependencies ; Schedules ; Budgets ; Staffing ; Outsourcing ; Middleware ; Game plan outline --
Part VI. Production : Production cycle : Design production cycle ; Art production cycle ; Engineering production cycle ; Working together --
Production techniques : Getting a project back on track ; Project reviews ; Critical state analysis ; Weekly status reports ; Running meetings ; Resource allocation ; Preventing feature creep ; Establishing approval processes ; Task force --
Making builds : Build process ; Multilingual builds ; Build notes ; Preventing piracy --
Software ratings : Software age ratings ; ESRB (United States) ; PEGI (Europe) ; BBFC and VSC (United Kingdom) ; USK (Germany) ; OFLC (Australia) ; CERO (Japan) ; KMRB (Korea) --
Localization : Creating international content ; Localization-friendly code ; Level of localization ; Localization plan ; Organizing assets for translation ; Integrating translated assets ; Testing ; Console submission ; Localization checklist --
Part VII. Testing : Testing : Testing schedule ; Test plan ; Testing pipeline ; Testing cycle ; External testing --
Code releasing : Determining code release ; Code release checklist ; Gold masters --
Part VIII. Post-production : Postmortems : Purpose of a postmortem ; Conducting a postmortem ; Lessons learned document --
Closing kits : Defining closing kits ; Creating closing kits ; Organizing content ; Finalizing closing kits ; Closing kit checklist --
Appendix : Case study: Game production cycle --
Glossary.
Series Title: Computer science series (Hingham, Mass.)
Responsibility: by Heather Maxwell Chandler.

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