INDEX 481
Technical design document (TDD), 87,
255–257
Technical documentation, 268
Technical guidelines, 395
Technology issues, 147–149
Test plans, 363–366
Testing checklist, 14
Testing schedule, 362–363
Testing, 349, 353–355
Functionality testing, 353
Linguistic testing, 353–355
Testing cycle, 367–371
Writing bugs, 368–369
Assigning and closing bugs, 369–370
Checking TCRs, 370–371
Testing phase, 12–14
Plan validation, 13
Code release, 13–14
Testing checklist, 14
Testing pipeline, 366–367
Bug tracking database, 366
Bug definitions, 366–367
TestTrack, 366
Text assets, 346
The Essential Drucker, 108
Third-party game approvals, 90
Third-party protection, 328
Tiered master feature list, 269
Time to market game, 242
Time-boxing, 270
Tools, 394
Tools instructions, 254–256
Tools source code, 395
Tracking progress, 11
Trade secrets, 64–65
Trademarks, 63–64
Tradeshows, 214
Training, 103–106
Game development resources, 105
Organizations, 105
Conferences and trade shows, 105
General game industry information, 106
Translation kit, 392
Translations, 348
Translators, 351
U
UI elements, 209, 346–347
UNREAL, 26, 287
Useful feedback, 303
User interface (UI) shell, 184
Using middleware, 288–290
USK, 339
V
Vetting contractors, 287
Vetting developers, 83–84
VO auditions, 172–173
VO bids, 167–170
Voiceover assets, 346
Voiceover checklist, 180
Voiceover design, 158–159
Voiceover scheduling and staffing, 164–166
Voiceover script, 162–163
VSC, 338
W
Walkthroughs, 207
Wal–Mart, 38
Weekly status reports, 312–314
For the development team, 313
For management, 313–314
Work breakdown structure (WBS),
268–269, 274
Work for hire, 66–67
Working with a composer, 189–192
Working with a licensor, 70
Working with a motion capture studio,
199–200
Bid packages, 199–200
Working with celebrity voices, 171
Working with ESRB, 334–337
Working with marketing, 206–208
Development milestone schedule, 206
Game documentation, 206–207
Focus groups, 207–208
Working with motion capture talent,
201–202

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