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210123 ||| eng |
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|a 9780080928043
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|a 0240810708
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|a 9781282309272
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|a 1282309277
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|a 0080928048
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|a 9781136138782
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|a 9786612309274
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|a 9780240810706
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|a 1136138781
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050 |
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4 |
|a QA76.76.C672
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100 |
1 |
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|a Cohen, D. S.
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245 |
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|a Producing games
|b from business and budgets to creativity and design
|c D.S. Cohen, Sergio A. Bustamante II.
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260 |
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|a Burlington, Mass.
|b Focal Press
|c 2009
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300 |
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|a xxii, 282 pages
|b illustrations
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505 |
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|a Sect. 9. Post-Production -- 45. Producer Role During Post-Production Phase -- 46. Archiving -- 47. Postmortem
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505 |
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|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 --
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505 |
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|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 --
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653 |
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|a Video games / Programming / http://id.loc.gov/authorities/subjects/sh95003476
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653 |
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|a Computer games / Design / fast
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653 |
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|a Jeux vidéo / Conception
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653 |
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|a Computer games / Design / blmlsh
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653 |
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|a Video games / Programming / fast
|
653 |
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|a Computer games / Programming / blmlsh
|
653 |
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|a Video games / Design / blmlsh
|
653 |
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|a Jeux vidéo / Programmation
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653 |
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|a Video games / Design
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653 |
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|a Video games / Design / fast
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700 |
1 |
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|a Bustamante, Sergio A.
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041 |
0 |
7 |
|a eng
|2 ISO 639-2
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989 |
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|b OREILLY
|a O'Reilly
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500 |
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|a Includes index
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776 |
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|z 9780080928043
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856 |
4 |
0 |
|u https://learning.oreilly.com/library/view/~/9780240810706/?ar
|x Verlag
|3 Volltext
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082 |
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|a 745.4
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082 |
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|a 794.8068
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520 |
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|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
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