Producing games from business and budgets to creativity and design

Computer games are big business - tens of billions of dollars are spent annually by the worldwide video games market. The cost of producing video games has ballooned to beyond 20 million dollars in many cases, and team sizes are quickly growing past 100 team members. At the center of this storm is t...

Full description

Bibliographic Details
Main Author: Cohen, D. S.
Other Authors: Bustamante, Sergio A.
Format: eBook
Language:English
Published: Burlington, Mass. Focal Press 2009
Subjects:
Online Access:
Collection: O'Reilly - Collection details see MPG.ReNa
LEADER 04293nmm a2200517 u 4500
001 EB001940547
003 EBX01000000000000001103449
005 00000000000000.0
007 cr|||||||||||||||||||||
008 210123 ||| eng
020 |a 9780080928043 
020 |a 0240810708 
020 |a 9781282309272 
020 |a 1282309277 
020 |a 0080928048 
020 |a 9781136138782 
020 |a 9786612309274 
020 |a 9780240810706 
020 |a 1136138781 
050 4 |a QA76.76.C672 
100 1 |a Cohen, D. S. 
245 0 0 |a Producing games  |b from business and budgets to creativity and design  |c D.S. Cohen, Sergio A. Bustamante II. 
260 |a Burlington, Mass.  |b Focal Press  |c 2009 
300 |a xxii, 282 pages  |b illustrations 
505 0 |a Sect. 9. Post-Production -- 45. Producer Role During Post-Production Phase -- 46. Archiving -- 47. Postmortem 
505 0 |a 24. External Management (Publisher) -- Sect. 5. Concept Phase -- 25. What You Hope to Achieve at Concept -- 26. The Producer's Role at the Concept Stage -- 27. The Creative at the Concept Stage: The Evolution -- 28. Concept Risk Management -- Sect. 6. Pre-Production -- 29. Looking Ahead -- 30. What You Hope to Achieve at Pre-Production -- 31. The Producer's Role at Pre-Production -- 32. The Game Design Doc -- 33. Tech, Art, and Sound Design Docs -- 34. The Tech Side at Pre-Production -- 35. Proof of Concepts, Target Renders, and Prototypes -- 36. Risk Management: What Can Go Wrong at Pre-Production -- Sect. 7. The Production Phase -- 37. What Are Your Goals for the Production Phase -- 38. Builds and the Build Process -- 39. The Quality Assurance (QA) Process -- 40. Localization -- 41. Risk Management During Production -- Sect. 8. Crunch Mode -- 42. What Is the Goal at the End of Production? -- 43. Game Ratings: The ESRB and You -- 44. First-Party Submissions --  
505 0 |a Intro: So You Want to be a Video Game Producer -- Sect. 1. What is a Video Game Producer? -- 1. Producer Primer -- 2. Producing at a Developer -- 3. Producing at a Publisher -- 4. Producer Roles -- 5. Size and Scope: Large vs. Small, Licensed vs. Original -- 6. Producing Skills -- 7. Tools of the Trade -- Sect. 2. The Process in a Nutshell -- 8. The History of Game Development -- 9. Game Project Lifecycle Overview -- 10. The Development Team -- 11. The Publishing Team -- 12. Publishers Selecting Developers -- Sect. 3. Scheduling and Structure -- 13. Scheduling and Structure -- 14. Development Plan Management (Scheduling to Production) -- 15. Budget Management -- 16. The Milestone Schedule -- 17. Pipelines -- Sect. 4. Managing Your Project, Your Team, Your Time, and Yourself -- 18. Being an Organized Producer -- 19. Reviews and Approvals -- 20. Meetings -- 21. Managing and Supporting Multiple Projects -- 22. Staffing -- 23. Technology: What Every Producer Should Know --  
653 |a Video games / Programming / http://id.loc.gov/authorities/subjects/sh95003476 
653 |a Computer games / Design / fast 
653 |a Jeux vidéo / Conception 
653 |a Computer games / Design / blmlsh 
653 |a Video games / Programming / fast 
653 |a Computer games / Programming / blmlsh 
653 |a Video games / Design / blmlsh 
653 |a Jeux vidéo / Programmation 
653 |a Video games / Design 
653 |a Video games / Design / fast 
700 1 |a Bustamante, Sergio A. 
041 0 7 |a eng  |2 ISO 639-2 
989 |b OREILLY  |a O'Reilly 
500 |a Includes index 
776 |z 9780080928043 
856 4 0 |u https://learning.oreilly.com/library/view/~/9780240810706/?ar  |x Verlag  |3 Volltext 
082 0 |a 745.4 
082 0 |a 794.8068 
520 |a Computer games are big business - tens of billions of dollars are spent annually by the worldwide video games market. The cost of producing video games has ballooned to beyond 20 million dollars in many cases, and team sizes are quickly growing past 100 team members. At the center of this storm is the producer - one person who transforms the money, the hours spent by the team, and the latest technology into a work of art that millions of people will call fun. This book will dig deeply into the role of the producer and expose secrets of game production that stand the test of time: how to build