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Producing games [[electronic resource] ] : from business budgets to creativity and design / / D.S. Cohen, Sergio A. Bustamante II
Producing games [[electronic resource] ] : from business budgets to creativity and design / / D.S. Cohen, Sergio A. Bustamante II
Autore Cohen D. S
Edizione [1st edition]
Pubbl/distr/stampa Burlington, MA ; ; Oxford, : Focal Press, 2009
Descrizione fisica 1 online resource (305 p.)
Disciplina 794.81
Altri autori (Persone) BustamanteSergio A
Soggetto topico Video games - Design
Electronic games
Soggetto genere / forma Electronic books.
ISBN 1-136-13878-1
1-282-30927-7
9786612309274
0-08-092804-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Front Cover; Producing Games; Copyright Page; Table of Contents; About the Authors; Acknowledgements; Intro: So You Want to be a Video Game Producer; Section One: What is a Video Game Producer?; Chapter 1 Producer Primer; What a Producer Manages; Why Become a Game Producer; How to Become a Producer; Publishers and Developers; Internal and External Producer Roles; Chapter 2 Producing at a Developer; The Schedule; Dev Budget; Pitching Ideas and Representing the Team; Manage Milestone Submissions; Working With Your Publishing Counterpart; Chapter 3 Producing at a Publisher; Managing Schedules
Managing the BudgetsReviewing Milestones; Managing Approvals; Managing Testing; Support: Sales, Marketing, and PR; Working with Stakeholders; Supervising Audio Production; Voice-Over; Contractors; Prep for First Party Submissions; Chapter 4 Producer Roles; Executive Producer; Senior Producer; Producer; Associate Producer; Production Coordinator/Assistant Producer; Other Producer Roles; Localization Producer; Cinematics Producer; Licensor Producer; Chapter 5 Size and Scope: Large vs. Small, Licensed vs. Original; Team Sizes; Larger vs. Smaller; Big Budgets; Small Budgets
Long vs. Short SchedulesLicensed vs. Original IPs; Sequels and Expansion Packs and Downloadable Content; Chapter 6 Producing Skills; Managing a Game; The Key Skills of a Producer (Hard Skills); Soft Skills (Or, What You Should Know, but Can Learn on the Curve); Chapter 7 Tools of the Trade; Software Solutions and Recommendations; 3-D Graphics and Modeling Packages; Section Two: The Process in a Nutshell; Chapter 8 The History of Game Development; Case Study: The History of Game Development Through the Evolution of Sierra; Chapter 9 Game Project Lifecycle Overview; Concept Phase
Pre-Production PhaseProduction Phase; The Crunch: From Pre-Alpha to Release Candidate; Chapter 10 The Development Team; Technical Director; Programmers and Engineers; Creative Director; Designers; Art Director; Artists; Animators; Audio Director and Engineer; Writers; QA/Compliance; Chapter 11 The Publishing Team; The Producer; Operations, a.k.a. Ops; Tech Director; Art Director; QA Team; Creative Director; Chapter 12 Publishers Selecting Developers; Projects That Start With the Publisher (The Dog Wagging the Tail); Finding the Developer
Projects That Start With the Publisher (The Tail Wagging the Dog)Section Three: Scheduling and Structure; Chapter 13 Scheduling and Structure; The Producer's Role in Scheduling; Why Schedule? Heavy Scheduling vs. No Scheduling; Who Owns the Schedules?; Man-Month Schedule; Milestones: How They Affect Everything; Scrum, Waterfall, Agile, and Cowboy Coding; Elements of a Schedule; Troubleshooting; Other Teams' Needs and Schedules; Hardware; DLC, Expansion Packs, and Sequels; Marketing, PR, and Sales Needs; Screenshots and PR/Marketing Materials; Holidays and Vacation
Chapter 14 Development Plan Management (Scheduling to Production)
Record Nr. UNINA-9910456327703321
Cohen D. S  
Burlington, MA ; ; Oxford, : Focal Press, 2009
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Producing games [[electronic resource] ] : from business budgets to creativity and design / / D.S. Cohen, Sergio A. Bustamante II
Producing games [[electronic resource] ] : from business budgets to creativity and design / / D.S. Cohen, Sergio A. Bustamante II
Autore Cohen D. S
Edizione [1st edition]
Pubbl/distr/stampa Burlington, MA ; ; Oxford, : Focal Press, 2009
Descrizione fisica 1 online resource (305 p.)
Disciplina 794.81
Altri autori (Persone) BustamanteSergio A
Soggetto topico Video games - Design
Video games
ISBN 1-136-13878-1
1-282-30927-7
9786612309274
0-08-092804-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Front Cover; Producing Games; Copyright Page; Table of Contents; About the Authors; Acknowledgements; Intro: So You Want to be a Video Game Producer; Section One: What is a Video Game Producer?; Chapter 1 Producer Primer; What a Producer Manages; Why Become a Game Producer; How to Become a Producer; Publishers and Developers; Internal and External Producer Roles; Chapter 2 Producing at a Developer; The Schedule; Dev Budget; Pitching Ideas and Representing the Team; Manage Milestone Submissions; Working With Your Publishing Counterpart; Chapter 3 Producing at a Publisher; Managing Schedules
Managing the BudgetsReviewing Milestones; Managing Approvals; Managing Testing; Support: Sales, Marketing, and PR; Working with Stakeholders; Supervising Audio Production; Voice-Over; Contractors; Prep for First Party Submissions; Chapter 4 Producer Roles; Executive Producer; Senior Producer; Producer; Associate Producer; Production Coordinator/Assistant Producer; Other Producer Roles; Localization Producer; Cinematics Producer; Licensor Producer; Chapter 5 Size and Scope: Large vs. Small, Licensed vs. Original; Team Sizes; Larger vs. Smaller; Big Budgets; Small Budgets
Long vs. Short SchedulesLicensed vs. Original IPs; Sequels and Expansion Packs and Downloadable Content; Chapter 6 Producing Skills; Managing a Game; The Key Skills of a Producer (Hard Skills); Soft Skills (Or, What You Should Know, but Can Learn on the Curve); Chapter 7 Tools of the Trade; Software Solutions and Recommendations; 3-D Graphics and Modeling Packages; Section Two: The Process in a Nutshell; Chapter 8 The History of Game Development; Case Study: The History of Game Development Through the Evolution of Sierra; Chapter 9 Game Project Lifecycle Overview; Concept Phase
Pre-Production PhaseProduction Phase; The Crunch: From Pre-Alpha to Release Candidate; Chapter 10 The Development Team; Technical Director; Programmers and Engineers; Creative Director; Designers; Art Director; Artists; Animators; Audio Director and Engineer; Writers; QA/Compliance; Chapter 11 The Publishing Team; The Producer; Operations, a.k.a. Ops; Tech Director; Art Director; QA Team; Creative Director; Chapter 12 Publishers Selecting Developers; Projects That Start With the Publisher (The Dog Wagging the Tail); Finding the Developer
Projects That Start With the Publisher (The Tail Wagging the Dog)Section Three: Scheduling and Structure; Chapter 13 Scheduling and Structure; The Producer's Role in Scheduling; Why Schedule? Heavy Scheduling vs. No Scheduling; Who Owns the Schedules?; Man-Month Schedule; Milestones: How They Affect Everything; Scrum, Waterfall, Agile, and Cowboy Coding; Elements of a Schedule; Troubleshooting; Other Teams' Needs and Schedules; Hardware; DLC, Expansion Packs, and Sequels; Marketing, PR, and Sales Needs; Screenshots and PR/Marketing Materials; Holidays and Vacation
Chapter 14 Development Plan Management (Scheduling to Production)
Record Nr. UNINA-9910781196603321
Cohen D. S  
Burlington, MA ; ; Oxford, : Focal Press, 2009
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Producing games [[electronic resource] ] : from business budgets to creativity and design / / D.S. Cohen, Sergio A. Bustamante II
Producing games [[electronic resource] ] : from business budgets to creativity and design / / D.S. Cohen, Sergio A. Bustamante II
Autore Cohen D. S
Edizione [1st edition]
Pubbl/distr/stampa Burlington, MA ; ; Oxford, : Focal Press, 2009
Descrizione fisica 1 online resource (305 p.)
Disciplina 794.81
Altri autori (Persone) BustamanteSergio A
Soggetto topico Video games - Design
Video games
ISBN 1-136-13878-1
1-282-30927-7
9786612309274
0-08-092804-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Front Cover; Producing Games; Copyright Page; Table of Contents; About the Authors; Acknowledgements; Intro: So You Want to be a Video Game Producer; Section One: What is a Video Game Producer?; Chapter 1 Producer Primer; What a Producer Manages; Why Become a Game Producer; How to Become a Producer; Publishers and Developers; Internal and External Producer Roles; Chapter 2 Producing at a Developer; The Schedule; Dev Budget; Pitching Ideas and Representing the Team; Manage Milestone Submissions; Working With Your Publishing Counterpart; Chapter 3 Producing at a Publisher; Managing Schedules
Managing the BudgetsReviewing Milestones; Managing Approvals; Managing Testing; Support: Sales, Marketing, and PR; Working with Stakeholders; Supervising Audio Production; Voice-Over; Contractors; Prep for First Party Submissions; Chapter 4 Producer Roles; Executive Producer; Senior Producer; Producer; Associate Producer; Production Coordinator/Assistant Producer; Other Producer Roles; Localization Producer; Cinematics Producer; Licensor Producer; Chapter 5 Size and Scope: Large vs. Small, Licensed vs. Original; Team Sizes; Larger vs. Smaller; Big Budgets; Small Budgets
Long vs. Short SchedulesLicensed vs. Original IPs; Sequels and Expansion Packs and Downloadable Content; Chapter 6 Producing Skills; Managing a Game; The Key Skills of a Producer (Hard Skills); Soft Skills (Or, What You Should Know, but Can Learn on the Curve); Chapter 7 Tools of the Trade; Software Solutions and Recommendations; 3-D Graphics and Modeling Packages; Section Two: The Process in a Nutshell; Chapter 8 The History of Game Development; Case Study: The History of Game Development Through the Evolution of Sierra; Chapter 9 Game Project Lifecycle Overview; Concept Phase
Pre-Production PhaseProduction Phase; The Crunch: From Pre-Alpha to Release Candidate; Chapter 10 The Development Team; Technical Director; Programmers and Engineers; Creative Director; Designers; Art Director; Artists; Animators; Audio Director and Engineer; Writers; QA/Compliance; Chapter 11 The Publishing Team; The Producer; Operations, a.k.a. Ops; Tech Director; Art Director; QA Team; Creative Director; Chapter 12 Publishers Selecting Developers; Projects That Start With the Publisher (The Dog Wagging the Tail); Finding the Developer
Projects That Start With the Publisher (The Tail Wagging the Dog)Section Three: Scheduling and Structure; Chapter 13 Scheduling and Structure; The Producer's Role in Scheduling; Why Schedule? Heavy Scheduling vs. No Scheduling; Who Owns the Schedules?; Man-Month Schedule; Milestones: How They Affect Everything; Scrum, Waterfall, Agile, and Cowboy Coding; Elements of a Schedule; Troubleshooting; Other Teams' Needs and Schedules; Hardware; DLC, Expansion Packs, and Sequels; Marketing, PR, and Sales Needs; Screenshots and PR/Marketing Materials; Holidays and Vacation
Chapter 14 Development Plan Management (Scheduling to Production)
Record Nr. UNINA-9910809570103321
Cohen D. S  
Burlington, MA ; ; Oxford, : Focal Press, 2009
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Unreal development kit game design cookbook [[electronic resource] ] : over 100 recipes to accelerate the process of learning game design with UDK : [quick answers to common problems] / / Thomas Mooney
Unreal development kit game design cookbook [[electronic resource] ] : over 100 recipes to accelerate the process of learning game design with UDK : [quick answers to common problems] / / Thomas Mooney
Autore Mooney Thomas
Pubbl/distr/stampa Olton Birmingham [England], : Packt Pub., 2012
Descrizione fisica 1 online resource (544 p.)
Disciplina 794.81
Soggetto topico Video games - Design
Computer simulation
Soggetto genere / forma Electronic books.
ISBN 1-280-11912-8
9786613523358
1-84969-181-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Heads UP-UDK Interface Essentials; Introduction; Installing UDK and folder structure; What content comes with UDK?; Beginning, building, and testing a new level; Deciding on your preferences; UI survival steps; Navigating the Content Browser; Accessing assets in the Content Browser; Creating and managing packages; Importing your own content; Cooking a map in Unreal Frontend; Mobile device emulation; Kismet debugging
Chapter 2: Notes From an Unreal World-Constructing Game World Elements Introduction; How to handle BSP geometry; Building a hollow room; Adjusting surface properties of BSP; Generating volume from the BSP brush; Handling Static Mesh actors in the scene; Setting collision in the Static Mesh Editor; Creating Terrain, Deco Layers, and Material Layers; Creating a Landscape; Scattering meshes on a Landscape using the Foliage tool; Creating a steamy plume in Cascade; Chapter 3: It Lives!-Character Setup and Animation; Introduction; Installing ActorX and exporting skeletal animation
Importing Skeleta Mesh content into UDK Morph targets and .FBX importing; Setting up sockets; Attachments to Skeletal Meshes without using sockets; Setting up a custom AnimTree; Defining animations in your AnimTree; Configuring your character to use your AnimTree; How to use a single bone control chain to correct an offset crouch animation; Setting up a physics asset using PhAT; Adding limits to physics asset joint rotations; Adding a physics-driven tail to a key framed Skeletal Mesh; Enabling the head to face in a given direction for tracking purposes
Setting a Look At target for head rotation in code Setting morph weights in code; Calling up Skeletal Mesh animation using Matinee; Associating sounds with character moves in Matinee; Sound for non-Matinee controlled animation; Chapter 4: Got Your Wires Crossed?-Visual Scripting of Game play in Kismet; Introduction; Kismet UI essentials; Creating a simple enemy Bot; Event-based movement of scene objects in Matinee; Trace actions in a shooting situation; Revealing and hiding scene actors during game play; Producing sounds through Kismet; Using Take Damage events to produce explosions
Understanding the usage of Named Variables Tidying up Kismet networks using Sub-sequences; Tidying up Kismet networks using Remote Events; Toggling Materials through Kismet; Toggling lights through Kismet; Animating Point Lights in Matinee to mimic texture animation; Making a comparison following a countdown; Using Integer Counter to count enemy deaths; Controlling node flow using a Gate action; Making Bots follow a path; Chapter 5: It Is Your Destiny!-Scripting Complex Game play Flow in Kismet; Prefabs including Kismet references; Swapping control of a Bot using Possess Pawn
Ways to stop a recurring loop
Record Nr. UNINA-9910461212703321
Mooney Thomas  
Olton Birmingham [England], : Packt Pub., 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Unreal development kit game design cookbook [[electronic resource] ] : over 100 recipes to accelerate the process of learning game design with UDK : [quick answers to common problems] / / Thomas Mooney
Unreal development kit game design cookbook [[electronic resource] ] : over 100 recipes to accelerate the process of learning game design with UDK : [quick answers to common problems] / / Thomas Mooney
Autore Mooney Thomas
Pubbl/distr/stampa Olton Birmingham [England], : Packt Pub., 2012
Descrizione fisica 1 online resource (544 p.)
Disciplina 794.81
Soggetto topico Video games - Design
Computer simulation
ISBN 1-280-11912-8
9786613523358
1-84969-181-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Heads UP-UDK Interface Essentials; Introduction; Installing UDK and folder structure; What content comes with UDK?; Beginning, building, and testing a new level; Deciding on your preferences; UI survival steps; Navigating the Content Browser; Accessing assets in the Content Browser; Creating and managing packages; Importing your own content; Cooking a map in Unreal Frontend; Mobile device emulation; Kismet debugging
Chapter 2: Notes From an Unreal World-Constructing Game World Elements Introduction; How to handle BSP geometry; Building a hollow room; Adjusting surface properties of BSP; Generating volume from the BSP brush; Handling Static Mesh actors in the scene; Setting collision in the Static Mesh Editor; Creating Terrain, Deco Layers, and Material Layers; Creating a Landscape; Scattering meshes on a Landscape using the Foliage tool; Creating a steamy plume in Cascade; Chapter 3: It Lives!-Character Setup and Animation; Introduction; Installing ActorX and exporting skeletal animation
Importing Skeleta Mesh content into UDK Morph targets and .FBX importing; Setting up sockets; Attachments to Skeletal Meshes without using sockets; Setting up a custom AnimTree; Defining animations in your AnimTree; Configuring your character to use your AnimTree; How to use a single bone control chain to correct an offset crouch animation; Setting up a physics asset using PhAT; Adding limits to physics asset joint rotations; Adding a physics-driven tail to a key framed Skeletal Mesh; Enabling the head to face in a given direction for tracking purposes
Setting a Look At target for head rotation in code Setting morph weights in code; Calling up Skeletal Mesh animation using Matinee; Associating sounds with character moves in Matinee; Sound for non-Matinee controlled animation; Chapter 4: Got Your Wires Crossed?-Visual Scripting of Game play in Kismet; Introduction; Kismet UI essentials; Creating a simple enemy Bot; Event-based movement of scene objects in Matinee; Trace actions in a shooting situation; Revealing and hiding scene actors during game play; Producing sounds through Kismet; Using Take Damage events to produce explosions
Understanding the usage of Named Variables Tidying up Kismet networks using Sub-sequences; Tidying up Kismet networks using Remote Events; Toggling Materials through Kismet; Toggling lights through Kismet; Animating Point Lights in Matinee to mimic texture animation; Making a comparison following a countdown; Using Integer Counter to count enemy deaths; Controlling node flow using a Gate action; Making Bots follow a path; Chapter 5: It Is Your Destiny!-Scripting Complex Game play Flow in Kismet; Prefabs including Kismet references; Swapping control of a Bot using Possess Pawn
Ways to stop a recurring loop
Record Nr. UNINA-9910790193803321
Mooney Thomas  
Olton Birmingham [England], : Packt Pub., 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Unreal development kit game design cookbook : over 100 recipes to accelerate the process of learning game design with UDK : [quick answers to common problems] / / Thomas Mooney
Unreal development kit game design cookbook : over 100 recipes to accelerate the process of learning game design with UDK : [quick answers to common problems] / / Thomas Mooney
Autore Mooney Thomas
Edizione [1st ed.]
Pubbl/distr/stampa Olton Birmingham [England], : Packt Pub., 2012
Descrizione fisica 1 online resource (544 p.)
Disciplina 794.81
Soggetto topico Video games - Design
Computer simulation
ISBN 1-280-11912-8
9786613523358
1-84969-181-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Heads UP-UDK Interface Essentials; Introduction; Installing UDK and folder structure; What content comes with UDK?; Beginning, building, and testing a new level; Deciding on your preferences; UI survival steps; Navigating the Content Browser; Accessing assets in the Content Browser; Creating and managing packages; Importing your own content; Cooking a map in Unreal Frontend; Mobile device emulation; Kismet debugging
Chapter 2: Notes From an Unreal World-Constructing Game World Elements Introduction; How to handle BSP geometry; Building a hollow room; Adjusting surface properties of BSP; Generating volume from the BSP brush; Handling Static Mesh actors in the scene; Setting collision in the Static Mesh Editor; Creating Terrain, Deco Layers, and Material Layers; Creating a Landscape; Scattering meshes on a Landscape using the Foliage tool; Creating a steamy plume in Cascade; Chapter 3: It Lives!-Character Setup and Animation; Introduction; Installing ActorX and exporting skeletal animation
Importing Skeleta Mesh content into UDK Morph targets and .FBX importing; Setting up sockets; Attachments to Skeletal Meshes without using sockets; Setting up a custom AnimTree; Defining animations in your AnimTree; Configuring your character to use your AnimTree; How to use a single bone control chain to correct an offset crouch animation; Setting up a physics asset using PhAT; Adding limits to physics asset joint rotations; Adding a physics-driven tail to a key framed Skeletal Mesh; Enabling the head to face in a given direction for tracking purposes
Setting a Look At target for head rotation in code Setting morph weights in code; Calling up Skeletal Mesh animation using Matinee; Associating sounds with character moves in Matinee; Sound for non-Matinee controlled animation; Chapter 4: Got Your Wires Crossed?-Visual Scripting of Game play in Kismet; Introduction; Kismet UI essentials; Creating a simple enemy Bot; Event-based movement of scene objects in Matinee; Trace actions in a shooting situation; Revealing and hiding scene actors during game play; Producing sounds through Kismet; Using Take Damage events to produce explosions
Understanding the usage of Named Variables Tidying up Kismet networks using Sub-sequences; Tidying up Kismet networks using Remote Events; Toggling Materials through Kismet; Toggling lights through Kismet; Animating Point Lights in Matinee to mimic texture animation; Making a comparison following a countdown; Using Integer Counter to count enemy deaths; Controlling node flow using a Gate action; Making Bots follow a path; Chapter 5: It Is Your Destiny!-Scripting Complex Game play Flow in Kismet; Prefabs including Kismet references; Swapping control of a Bot using Possess Pawn
Ways to stop a recurring loop
Record Nr. UNINA-9910827546503321
Mooney Thomas  
Olton Birmingham [England], : Packt Pub., 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui