The Game Production Toolbox / Heather Maxwell Chandler.

I tiakina ki:
Ngā taipitopito rārangi puna kōrero
Putanga:First edition.
I whakaputaina: Boca Raton : CRC Press, [2020]
©2020
Kaituhi matua:
Ngā marau:
Hōputu: Pukapuka

MARC

LEADER 00000cam a2200000Mi 4500
001 2955434
005 20201117164900.0
008 200421s2020 flu 000 0 eng d
035 |a on1151387281 
097 |3 Bib#:  |a 2955434 
020 |a 9781138341708  |q (paperback) 
020 |a 1138341703 
020 |a 1138341711 
020 |a 9781138341715 
029 0 |a NLGGC  |b 426460081 
035 |a (OCoLC)1151387281  |z (OCoLC)1128885441  |z (OCoLC)1128890672 
040 |a NLGGC  |b eng  |e rda  |c NLGGC  |d YDX 
050 4 |a QA76.76.C672 
100 1 |a Chandler, Heather Maxwell,  |e author. 
245 1 4 |a The Game Production Toolbox /  |c Heather Maxwell Chandler. 
250 |a First edition. 
260 |a Boca Raton :  |b CRC Press,  |c [2020] 
264 4 |c ©2020 
300 |a xxiii, 295 pages ;  |c 25 cm. 
336 |a text  |b txt  |2 rdacontent 
337 |a unmediated  |b n  |2 rdamedia 
338 |a volume  |b nc  |2 rdacarrier 
505 0 |a Part 1 Overview -- Chapter 1: Game Industry Overview -- Chapter 2: Developer and Publisher Overview -- Chapter 3: Legal Overview -- Part 2 Creating the Prototype -- Chapter 4: Laying the Groundwork -- Chapter 5: Creating Concept -- Chapter 6: Prototyping -- Part 3 Establishing Requirements -- Chapter 7: Schedule -- Chapter 8: Budget -- Chapter 9: Pitching Your Game -- Part 4 Assembling the Game Team -- Chapter 10: Hiring Talent -- Chapter 11: Team Organization -- Chapter 12: Managing Your Team -- Chapter 13: Outsourcing -- Part 5 Making the Game -- Chapter 14: Executing the Plan -- Chapter 15: User Experience (UX), UX: Written in Collaboration with Celia Hodent -- Chapter 16: Audio -- Chapter 17: Localization -- Chapter 18: QA Testing -- Part 6 Launching the Game -- Chapter 19: Getting the Word Out -- Chapter 20: Releasing to Players -- Part 7 Appendices. 
520 |a The Game Production Toolbox' focuses on the nuts and bolts of producing interactive content and how you can organize and support the creative, technical, and business efforts that are all part of interactive game development. This book isn't going to tell you how to design a game or what technologies to use. Instead it provides techniques for and insights into managing, from concept to release, all the pieces that must come together in order to get a game into the hands of a player. Readers will learn about each phase of game production: prototyping, defining the requirements, assembling the team, making the game, and releasing to the players. Interviews from professional game developers give a behind-the-scenes look at what it takes to make a game. Key Features: A framework for how to get an interactive game from concept to release, including information on financing and pitching to publishers and investors. Techniques for working with the game development team to get effective prototypes and documentation to prove out game concept and mechanics. Concrete information on how to plan and execute the different aspects of game production, such as audio, localization, testing, and software ratings. Advice from industry experts on managing teams, project management, communicating effectively, and keeping everyone happy. Information about working effectively with marketing, PR, and other people that are involved with the publishing and release process. 
650 0 |a Video games  |x Programming. 
991 |a 2020-11-17 
992 |a Created by mayo, 17/11/2020. Updated by mayo, 17/11/2020. 
999 f f |i 794e4c4b-2d3f-54b3-8a64-1a776555d375  |s 21a31457-bf33-55df-908e-bc52a598ca89  |t 0 
952 f f |p For loan  |a University Of Canterbury  |b UC Libraries  |c EPS Library  |d EPS Library, Level 2  |t 0  |e QA 76.76 .C672 2020  |h Library of Congress classification  |i Book  |m AU18514855B