Book description
Take control of your global game development team and make successful AAA game titles using the 'Distributed Development' model. Game industry veteran Tim Fields teaches you how to evaluate game deals, how to staff teams for highly distributed game development, and how to maintain challenging relationships in order to get great games to market. This book is filled with interviews with a broad spectrum of industry experts from top game publishers and business owners in the US and UK. A supplementary web site provides interviews from the book, a forum where developers and publishers can connect, and additional tips and tricks. Topics include:
Table of contents
- Cover
- Full Title
- Copyright
- Dedication
- Contents
- About the Author
- Chapter 1 Preface and Overview
- Chapter 2 Overview of the Development Process
- Chapter 3 Your World and Your Internal Team
- Chapter 4 External Partnerships
-
Chapter 5 Getting off on the Right Foot
- 5.1 Making Sure You Have a Shared Vision
- 5.2 Defining Project Parameters: Scheduling Goals, Techniques, and Milestones
- 5.3 Kickoff Meetings
- 5.4 How to Keep Balance among Internal and External Teams: Avoiding “Us versus Them” and Other Common Problems
-
5.5 Tools for Keeping the Team in Sync
- 5.5.1 Source Control
- 5.5.2 Using Source Control across Multiple Sites and Teams
- 5.5.3 E-mail
- 5.5.4 Subgroup Aliases
- 5.5.5 E-mail Archiving of Critical Information
- 5.5.6 Flagging and Tagging
- 5.5.7 Etiquette
- 5.5.8 Instant Messaging
- 5.5.9 Video Conferencing
- 5.5.10 Shared Documentation Space: Wikis, Sharepoint, and Google Docs
- 5.5.11 Defect Tracking
- 5.5.12 Asset Review
- 5.6 Summary
-
Chapter 6 Maintaining the Organism
- 6.1 Establishing and Maintaining Trust
- 6.2 Progress Checkpoints and Milestone Tracking Progress
- 6.3 On Equipment and Software Needs
- 6.5 What to Do When the Job Requires More Work Than You'd Agreed Upon
- 6.6 How to Deal with Product Goal or Design Changes
- 6.7 How to Gracefully Exit When Required
- 6.8 Finaling and Product Submission
- 6.9 The Postmortem
- 6.10 Planning for Your Next Date
- 6.11 Summary
-
Chapter 7 Site Visits and Common Situations
- 7.1 Site Visits
- 7.2 Who to Send and Why
- 7.3 Representing Your Company and the Project While On-Site
- 7.4 Language Barriers
- Interview with Frank Klier, Development Manager
- 7.5 Cross-Pollination
- 7.6 Dealing with Distractions
- 7.7 Cultural Differences
- 7.8 Regional Conditions
- 7.9 Helpful Tools for Staying in Touch with Home Base
- 7.10 Failure Study: When the Schedule Is Wrong
- 7.11 Failure Study: When Your Vision Is Clouded
- 7.12 Failure Case: When the Bugs Eat You
- 7.13 Failure Case: The Decision-Making Bottleneck
- 7.14 Hot Potato Projects
- 7.15 Summary
-
Chapter 8 Review, Conclusions, and the Future
-
8.1 A Review of What We've Discussed
- 8.1.1 Chapter 1: Preface and Overview
- 8.1.2 Chapter 2: Overview of the Development Process
- 8.1.3 Chapter 3: Your World and Your Internal Team
- 8.1.4 Chapter 4: External Partnerships
- 8.1.5 Chapter 5: Getting off on the Right Foot
- 8.1.6 Chapter 6: Maintaining the Organism
- 8.1.7 Chapter 7: Site Visits and Common Situations
- 8.1.8 Overall Conclusions
- 8.2 What the Future Holds
-
8.1 A Review of What We've Discussed
- Index
Product information
- Title: Distributed Game Development
- Author(s):
- Release date: November 2012
- Publisher(s): Routledge
- ISBN: 9781136135415
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