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Surviving game school... and the game industry after that

Author: Michael Lynch, (Computer game designer); Adrian Earle; Diana Nguyen
Publisher: Boca Raton, FL : CRC Press, Taylor & Francis Group, [2018]
Edition/Format:   Print book : EnglishView all editions and formats
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"A CRC title, part of the Taylor & Francis imprint, a member of the Taylor & Francis Group, the academic division of T&F Informa plc."

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Document Type: Book
All Authors / Contributors: Michael Lynch, (Computer game designer); Adrian Earle; Diana Nguyen
ISBN: 9781138568099 1138568090 9781138568136 1138568139
OCLC Number: 1019838393
Description: xxxi, 275 pages ; 26 cm
Contents: High school : You can Do anything ; Crossing the great divide ; What's a "plethora"? ; This sounds pretty scary ; Thinking strategically ; The all-important portfolio ; Now let's get organized to get out of here ; Taking a year off ; Graduation day --
Paralyzed by a plethora of possibilities : Game schools, good and bad ; What to look out for in a games program ; Core courses in game design ; Concentrations and minors --
Before you start college : What about the portfolio? ; Aren't you coding yet? ; Are you a writer or an artist?: Keep a journal/sketchpad! ; Make games! --
Day one : This is college ; What you can expect ; Making new friends ; Forming new teams ; Meeting the professors ; Getting challenged by new ideas --
Year one : Join the club ; The International Game Developers Association ; Game jams...do them! ; Make games on the side ; Read the "trades" ; Getting overwhelmed ; Burning out --
Team work, part 1 : Go team! ; Brainstorming ; Scrum ; The lone wolf ; Going off the rails : Lack of clarity; Overscoping; The project hog; Procrastination --
The roles in building a game : Roles on the team : The designer; The engineer; The artist; The producer; Sound designer, music composer; Writer and narrative designer; Quality assurance ; The phases of game development : Concept phase; Prototype phase; The preproduction phase; The production phase ; Wrapping up --
Year two : Back to school : Game design ; Computer Science ; Visual arts --
Becoming a professional : Act professionally, even in school : Your résumé and your portfolio (again) ; Practice makes perfect --
San Francisco (and LA) bound : The Game Developer Conference ; Bring business cards and résumés ; Paying for the GDC ; Sensory overload ; Don't forget the parties: networking ; The E3 Trade Show! ; Other conferences and trade shows --
Year three : Leveling up ; Don't be so critical (?) ; Mastering the tools ; Third-year courses ; Making contacts ; Landing an internship --
Internships and co-ops : Remember that portfolio thing? ; Finding an internship ; Making a good impression ; Persistence pays ; On the job ; Intellectual property Getting invited back --
Year four : We're going to keep hounding you about your portfolio ; The school year ; Distribution requirements ; Social sciences ; The senior project : Game development; Arts and music; Science and engineering ; Independent studies ; Electives ; Degree clearance ; Game festivals and competitions ; Job hunting ; Getting ready to get out --
Graduation day : Finally ; The big day ; Afterwards --
Transitions : Being a professional, this time for real ; Be flexible in all things ; Managing expectations : Salary; Promotion; Job security; Vacation ; Differences between companies : Discipline orientation ; Size and number of employees ; Indie versus owned ; Private versus shareholder --
The hiring process : Corporate culture : Means- versus goal-oriented; Internally versus externally driven; Easygoing versus strict work discipline; Local versus professional; Open versus closed system; Employee- versus work-centered ; The characteristics employers seek : A passion for video games; Strong communication skills; A team player mindset; Positive mental attitude; Strong self-motivation; Effective organizational skills; Attention to detail; A flexible and adaptable attitude; Confidence in abilities; Openness to constructive feedback; A college degree in a relevant subject ; What you need to do to get ready ; The interview process ; Salary and other negotiations --
Your first gig : Day one ; Month one ; ....And beyond --
A day in the life : The phase of the project ; The burn-down chart ; Shifting responsibilities ; A day in the life --
Teamwork, part two : The life and times of a team ; Production hierarchy ; Team hierarchy --
Crunch time : The iron triangle ; The dynamics of crunch ; When crunch kicks in ; Crunch and quality of life --
The postmortem : What is a postmortem? ; Running a postmortem --
Your first promotion : What is a promotion? ; How to earn a promotion --
The pink slip : Thriving on chaos ; When the axe falls ; Dealing with unemployment ; Finding a job is itself a full-time job --
Going off the rails : Diagnosing the problems : Lack of clarity...again; Hidden agendas; Micromanagement; Serving two masters; Unexpected external forces; Unwelcome external forces ; Getting back on the rails --
A continuing history of change : Expect change forever ; The earliest personal computers ; Storage devices ; The software ; The changing market ; Keep your skills sharp --
Going it alone : Are you an entrepreneur?: Do you want to be? ; Solo freelancing : Contract work; Advance on royalties; Loan; Crowd funding ; Startup company ; Are you prepared? --
The exploding gig economy : Are you ready for it? ; Freelancing and the game industry ; Is freelancing right for you? ; Things to consider ; Work for hire ; Tax matters ; Healthcare ; Other insurance ; Pension plans ; Safety nets ; Protecting your reputation ; Political implications --
There is more to life than games : Personal growth ; Life outside of work ; Family versus game industry ; Taking responsibility for yourself ; Know yourself : The MBTI; The Gallup Strengthsfinder; The Big Five (OCEAN) Personality Test; Other tests ; Online courses ; Mindfulness ; Living lean and mean ; Closing thoughts --
Appendix 1. Resources for game development --
Appendix 2. Top schools for game development and game design.
Responsibility: Michael Lynch, Adrian Earle ; illustrations by Diana Nguyen.

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