Making Great Games

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How are the world's best videogames created? Are they truly hatched through marathon all-night sessions of acne-ridden, junk food-eating programmers and artists huddled in front of multiple monitors cranking out code and content? Join videogame industry veteran Michael Wyman on a series of detailed behind-the-scenes tours with the teams that have made some of the most popular and acclaimed videogames of all time--including Half-Life, Madden, and World of Warcraft. The book is an excellent resource for those working directly on game design or for those aspiring to work in the field. This book provides real-world, hands-on advice so game designers can start using immediately to make their own games better. Thorough and detailed analysis of common, proven best practices gives specific nuts and bolts tools to implement at any phase of your game project.

Informationen zum Autor Wyman, Michael Klappentext How are the world's best videogames created? Are they truly hatched through marathon all-night sessions of acne-ridden! junk food-eating programmers and artists huddled in front of multiple monitors cranking out code and content? Join videogame industry veteran Michael Wyman on a series of detailed behind-the-scenes tours with the teams that have made some of the most popular and acclaimed videogames of all time--including Half-Life! Madden! and World of Warcraft. The book is an excellent resource for those working directly on game design or for those aspiring to work in the field. This book provides real-world! hands-on advice so game designers can start using immediately to make their own games better. Thorough and detailed analysis of common! proven best practices gives specific nuts and bolts tools to implement at any phase of your game project. Zusammenfassung Drawing on insider's perspectives from a wide variety of teams that have made some of the most popular and critically acclaimed videogames of the modern era, this book includes an analysis of best practices and pitfalls common to the process of creating great games through different phases. Inhaltsverzeichnis Acknowledgements; Introduction; Part 1: The Games: Little Big Planet (Media Molecule) (interview - Chris Trottier/Game Designer/Spore); World of Warcraft (Blizzard) (interview - Robyn Wallace/Development Director/NBA Street V3); Diner Dash (Gamelab) (interview -Don Walters/Producer/Burger Shop 2); Half Life II (Valve) (interview - Richard Dansky/Game Writer/Splinter Cell: Conviction); Uncharted 2: Among Thieves (Naughty Dog) (interview - Wade Mulhearn/Artist/God of War III); Rock Band (Harmonix) (interview - Peter McConnell/Composer/Brutal Legend); FarmVille (Zynga) (interview - Stefan Sinclair/Programmer/Halo 3); Bejeweled Twist (PopCap) (interview - Clint Jorgenson/Front End Designer/Skate 3); Madden NFL 10 (Electronic Arts) (interview - Stephen Kearin/Voice Actor/The Sims); World Of Goo (2D Boy) (interview - Rich Curren/Art Director/SSX On Tour); Part 2: Analysis: Commonalities: What Goes Right; Commonalities: What Goes Wrong; The Nature of High Performing Teams; Applying These Learnings to Your Game Projects; Hiring and Managing for Success (interview - Fields/External Producer/Need For Speed: Undercover) ...

Autorentext
Wyman, Michael

Klappentext

How are the world's best videogames created? Are they truly hatched through marathon all-night sessions of acne-ridden, junk food-eating programmers and artists huddled in front of multiple monitors cranking out code and content? Join videogame industry veteran Michael Wyman on a series of detailed behind-the-scenes tours with the teams that have made some of the most popular and acclaimed videogames of all time--including Half-Life, Madden, and World of Warcraft. The book is an excellent resource for those working directly on game design or for those aspiring to work in the field. This book provides real-world, hands-on advice so game designers can start using immediately to make their own games better. Thorough and detailed analysis of common, proven best practices gives specific nuts and bolts tools to implement at any phase of your game project.


Zusammenfassung
Drawing on insider's perspectives from a wide variety of teams that have made some of the most popular and critically acclaimed videogames of the modern era, this book includes an analysis of best practices and pitfalls common to the process of creating great games through different phases.

Inhalt

Acknowledgements; Introduction; Part 1: The Games: Little Big Planet (Media Molecule) (interview - Chris Trottier/Game Designer/Spore); World of Warcraft (Blizzard) (interview - Robyn Wallace/Development Director/NBA Street V3); Diner Dash (Gamelab) (interview -Don Walters/Producer/Burger Shop 2); Half Life II (Valve) (interview - Richard Dansky/Game Writer/Splinter Cell: Conviction); Uncharted 2: Among Thieves (Naughty Dog) (interview - Wade Mulhearn/Artist/God of War III); Rock Band (Harmonix) (interview - Peter McConnell/Composer/Brutal Legend); FarmVille (Zynga) (interview - Stefan Sinclair/Programmer/Halo 3); Bejeweled Twist (PopCap) (interview - Clint Jorgenson/Front End Designer/Skate 3); Madden NFL 10 (Electronic Arts) (interview - Stephen Kearin/Voice Actor/The Sims); World Of Goo (2D Boy) (interview - Rich Curren/Art Director/SSX On Tour); Part 2: Analysis: Commonalities: What Goes Right; Commonalities: What Goes Wrong; The Nature of High Performing Teams; Applying These Learnings to Your Game Projects; Hiring and Managing for Success (interview - Fields/External Producer/Need For Speed: Undercover)

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Weitere Informationen

  • Allgemeine Informationen
    • GTIN 09780240812854
    • Sprache Englisch
    • Größe H246mm x B11mm x T189mm
    • Jahr 2010
    • EAN 9780240812854
    • Format Kartonierter Einband
    • ISBN 978-0-240-81285-4
    • Titel Making Great Games
    • Autor Michael Thornton Wyman
    • Untertitel An Insider's Guide to Designing and Developing the World's Greatest Video Games
    • Gewicht 523g
    • Herausgeber Taylor & Francis Ltd.
    • Anzahl Seiten 220
    • Genre Informatik

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