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 | ||
|
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 | ||
|
Producing games : 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 |
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 | ||
|