Introduction to Game Development, Second Edition

Introduction to Game Development, Second Edition

Language: English

Pages: 1008

ISBN: 1584506792

Format: PDF / Kindle (mobi) / ePub


Welcome to Introduction to Game Development, Second Edition, the new edition of the book that combines the wisdom and expertise of more than twenty game industry professionals to give you a unique introduction to all aspects of game development, from design to programming to business and production. Organized around the curriculum guidelines of the International Game Developers Association (IGDA), the book is divided into seven independent sections, each featuring articles written by the experts on those topics. Suitable for both an introductory game development course or as a reference for game developers and designers, the book offers coverage of all the key concepts and ideas that encompass game development, while providing real-life examples and practical insight. Fully revised for today's technology, this second edition features an expanded section on game design, a new chapter on game writing and interactive storytelling, and much more. And the accompanying CD-ROM contains all the source code, demos, art files, and other materials referenced throughout the book. Introduction to Game Development, Second Edition is a must-have resource for anyone who wants to understand the entire game development process.

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of the Jedi Knight series and saw the lead character, Kyle Katarn, go from mercenary to Jedi Knight to Jedi Master, adding light sabers and force powers to his arsenal along the way. The 1998 Grim Fandango saw them revisiting familiar territory with an amazing 3D adventure game featuring skeletal Manny Calavera on his journey through the land of the dead. The popularity of the action game Star 1.1 A Brief History of Video Games 35 Wars Rebel Assault (which was released only on CD-ROM) is

first-person shooter genre of games. It was a hugely successful game, and was one of the first to popularize a method of distribution where the first “chapter” of the game was free and players purchased the game only if they wanted to play the subsequent two chapters. It skated by the 1993–1994 hearings without mention, but was the subject of controversy a few years later. On April 20, 1999, one of the most devastating school shootings in U.S. history occurred at Columbine High School, just west

delivered in text form, rather than poorly delivered expositions by an amateur. Therefore, know ahead of time if there will be a budget for professional actors and plan accordingly. The writer might also be bound by technical limitations. For example, the writer might write that a giant bat comes down and swoops the character off to a new area, but the game engine doesn’t support flying. One of the biggest problems with game writing is lack of communication about what is and isn’t possible within

that binds all the specialists. Their global view of the project gives them a unique perspective to pinpoint bugs and narrow down unexpected interactions between different systems. Generalists with a lot of experience often make great lead programmers. As soon as the number of programmers goes over three or four, some form of organization is usually needed. At this point, the role of lead programmer is introduced. A lead programmer coordinates the efforts of the rest of the programmers and makes

projects that manage to make it to the end usually had to survive significant “crunch” times of extended work hours. Even though game companies often like to boast about their long crunch times, the result is burned-out employees who either leave the company or become far less productive in future projects. If a code-and-fix environment has so many problems, why does the industry continue to go down that path? Mostly because of inertia. That’s the way things were done 15 or 20 years ago, and back

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