Book description
The Game Production Handbook, Second Edition presents information that a producer, lead, or studio manager needs to know in order to successfully develop a game from concept to gold master. The general game development topics such as pre-production, production, testing, and code release are covered, along with more specific topics such as how to organize voice-over and mo-cap shoots, creating cinematics, working with marketing, localizations, working with external contractors, writing documentation, and project management practices. New material includes additional information on project and personnel management, new technologies, online gaming issues and middleware, and updated examples from next-generation games. It includes new interviews with industry experts who discuss insider knowledge and real world examples of what works and what doesn’t work in game development. A fictitious game project is used to fully illustrate the production cycle, documentation, and other production concepts. The book has a CD-ROM that includes all the templates/forms, so anyone can immediately apply the principles discussed in the book. An Instructor Resource Kit is available for use as a textbook.
(eBook version does not include the CD-ROM)
Table of contents
-
THE GAME PRODUCTION HANDBOOK, Second Edition
- Copyright
- Dedication (1/3)
- Dedication (2/3)
- Dedication (3/3)
- FOREWORD
- PREFACE
- ACKNOWLEDGMENTS
- ABOUT THE AUTHOR
-
Part I: GENERAL PRODUCTION OVERVIEW
- Chapter 1: GAME PRODUCTION OVERVIEW (1/3)
- Chapter 1: GAME PRODUCTION OVERVIEW (2/3)
- Chapter 1: GAME PRODUCTION OVERVIEW (3/3)
- Chapter 2: ROLES ON THE TEAM (1/5)
- Chapter 2: ROLES ON THE TEAM (2/5)
- Chapter 2: ROLES ON THE TEAM (3/5)
- Chapter 2: ROLES ON THE TEAM (4/5)
- Chapter 2: ROLES ON THE TEAM (5/5)
- Chapter 3: PROJECT MANAGEMENT METHODS (1/4)
- Chapter 3: PROJECT MANAGEMENT METHODS (2/4)
- Chapter 3: PROJECT MANAGEMENT METHODS (3/4)
- Chapter 3: PROJECT MANAGEMENT METHODS (4/4)
-
Part II: BUSINESS INFORMATION
- Chapter 4: LEGAL INFORMATION (1/3)
- Chapter 4: LEGAL INFORMATION (2/3)
- Chapter 4: LEGAL INFORMATION (3/3)
- Chapter 5: DEVELOPER AND PUBLISHER RELATIONSHIPS (1/4)
- Chapter 5: DEVELOPER AND PUBLISHER RELATIONSHIPS (2/4)
- Chapter 5: DEVELOPER AND PUBLISHER RELATIONSHIPS (3/4)
- Chapter 5: DEVELOPER AND PUBLISHER RELATIONSHIPS (4/4)
-
Part III: MANAGING PEOPLE
- Chapter 6: HIRING AND RETAINING TALENT (1/3)
- Chapter 6: HIRING AND RETAINING TALENT (2/3)
- Chapter 6: HIRING AND RETAINING TALENT (3/3)
- Chapter 7: TEAMS (1/6)
- Chapter 7: TEAMS (2/6)
- Chapter 7: TEAMS (3/6)
- Chapter 7: TEAMS (4/6)
- Chapter 7: TEAMS (5/6)
- Chapter 7: TEAMS (6/6)
- Chapter 8: EFFECTIVE COMMUNICATION (1/2)
- Chapter 8: EFFECTIVE COMMUNICATION (2/2)
-
Part IV: TECHNICAL PRODUCTION
- Chapter 9: MASSIVELY MULTIPLAYER ONLINE GAMES (1/3)
- Chapter 9: MASSIVELY MULTIPLAYER ONLINE GAMES (2/3)
- Chapter 9: MASSIVELY MULTIPLAYER ONLINE GAMES (3/3)
- Chapter 10: VOICEOVER (1/6)
- Chapter 10: VOICEOVER (2/6)
- Chapter 10: VOICEOVER (3/6)
- Chapter 10: VOICEOVER (4/6)
- Chapter 10: VOICEOVER (5/6)
- Chapter 10: VOICEOVER (6/6)
- Chapter 11: MUSIC (1/3)
- Chapter 11: MUSIC (2/3)
- Chapter 11: MUSIC (3/3)
- Chapter 12: MOTION CAPTURE (1/2)
- Chapter 12: MOTION CAPTURE (2/2)
- Chapter 13: MARKETING AND PUBLIC RELATIONS (1/3)
- Chapter 13: MARKETING AND PUBLIC RELATIONS (2/3)
- Chapter 13: MARKETING AND PUBLIC RELATIONS (3/3)
-
Part V: PRE-PRODUCTION
- Chapter 14: GAME CONCEPT (1/5)
- Chapter 14: GAME CONCEPT (2/5)
- Chapter 14: GAME CONCEPT (3/5)
- Chapter 14: GAME CONCEPT (4/5)
- Chapter 14: GAME CONCEPT (5/5)
- Chapter 15: GAME REQUIREMENTS (1/4)
- Chapter 15: GAME REQUIREMENTS (2/4)
- Chapter 15: GAME REQUIREMENTS (3/4)
- Chapter 15: GAME REQUIREMENTS (4/4)
- Chapter 16: GAME PLAN (1/7)
- Chapter 16: GAME PLAN (2/7)
- Chapter 16: GAME PLAN (3/7)
- Chapter 16: GAME PLAN (4/7)
- Chapter 16: GAME PLAN (5/7)
- Chapter 16: GAME PLAN (6/7)
- Chapter 16: GAME PLAN (7/7)
-
Part VI: PRODUCTION
- Chapter 17: PRODUCTION CYCLE (1/2)
- Chapter 17: PRODUCTION CYCLE (2/2)
- Chapter 18: PRODUCTION TECHNIQUES (1/4)
- Chapter 18: PRODUCTION TECHNIQUES (2/4)
- Chapter 18: PRODUCTION TECHNIQUES (3/4)
- Chapter 18: PRODUCTION TECHNIQUES (4/4)
- Chapter 19: MAKING BUILDS (1/2)
- Chapter 19: MAKING BUILDS (2/2)
- Chapter 20: SOFTWARE RATINGS (1/3)
- Chapter 20: SOFTWARE RATINGS (2/3)
- Chapter 20: SOFTWARE RATINGS (3/3)
- Chapter 21: LOCALIZATION (1/4)
- Chapter 21: LOCALIZATION (2/4)
- Chapter 21: LOCALIZATION (3/4)
- Chapter 21: LOCALIZATION (4/4)
- Part VII: TESTING
-
Part VIII: POST-PRODUCTION
- Chapter 24: POSTMORTEMS (1/2)
- Chapter 24: POSTMORTEMS (2/2)
- Chapter 25: CLOSING KITS (1/2)
- Chapter 25: CLOSING KITS (2/2)
- Appendix A: CASE STUDY—GAME PRODUCTION CYCLE (1/11)
- Appendix A: CASE STUDY—GAME PRODUCTION CYCLE (2/11)
- Appendix A: CASE STUDY—GAME PRODUCTION CYCLE (3/11)
- Appendix A: CASE STUDY—GAME PRODUCTION CYCLE (4/11)
- Appendix A: CASE STUDY—GAME PRODUCTION CYCLE (5/11)
- Appendix A: CASE STUDY—GAME PRODUCTION CYCLE (6/11)
- Appendix A: CASE STUDY—GAME PRODUCTION CYCLE (7/11)
- Appendix A: CASE STUDY—GAME PRODUCTION CYCLE (8/11)
- Appendix A: CASE STUDY—GAME PRODUCTION CYCLE (9/11)
- Appendix A: CASE STUDY—GAME PRODUCTION CYCLE (10/11)
- Appendix A: CASE STUDY—GAME PRODUCTION CYCLE (11/11)
- Appendix B: GLOSSARY
- Appendix C: RESOURCES
- Appendix D: BIOGRAPHIES (1/2)
-
Appendix D: BIOGRAPHIES (2/2)
- KARIN GROEPPER BOOSMAN
- TOM BUSCAGLIA
- MELANIE CAMBRON
- CAREY CHICO
- DON DAGLOW
- STEPHANIE O'MALLEY DEMING
- JAMIE FRISTROM
- TRACY FULLERTON
- RAYMOND HERRERA
- CLINT HOCKING
- LEE JACOBSON
- TODD KEISTER
- CLINTON KEITH
- PAUL LESKA, JR
- ERIK LOUDEN
- JEFF MATSUSHITA
- LUCIEN PARSONS
- JAY POWELL
- STUART ROCH
- AMANDA RUBRIGHT
- TOBI SAULNIER
- CORAY SEIFERT
- TOM SLOPER
- WADE TINNEY
- PATRICIA VANCE
- Appendix E: ABOUT THE CD-ROM
- INDEX (1/2)
- INDEX (2/2)
Product information
- Title: The Game Production Handbook, 2nd Edition
- Author(s):
- Release date: August 2008
- Publisher(s): Jones & Bartlett Learning
- ISBN: 9780763798147
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