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E-raamat: Designing the User Experience of Game Development Tools

  • Formaat: PDF+DRM
  • Ilmumisaeg: 24-Dec-2025
  • Kirjastus: Taylor & Francis Ltd
  • Keel: eng
  • ISBN-13: 9781040544488
  • Formaat - PDF+DRM
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  • Formaat: PDF+DRM
  • Ilmumisaeg: 24-Dec-2025
  • Kirjastus: Taylor & Francis Ltd
  • Keel: eng
  • ISBN-13: 9781040544488

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"This is the definitive guide on how to design game development tools. The book begins with the foundations of user experience and how they apply to game development tools, then guides you through the User-Centered Design process - the gold standard in user experience design - which involves watching users work, understanding their goals, designing efficient and learnable user interfaces, and refining them through targeted evaluation techniques. This completely revised and expanded second edition includes nine new inserts with deep dives into topics such as: -How to design intuitive tools -When to follow standards and when to innovate -AI and game development tools -What games can teach us about tools design -Why watching users work is essential It also features excerpts from interviews with game industry legends, offering their advice on tools development: -John Romero, co-founder of id Software and designer of DOOM and Quake -Tim Sweeney, CEO of Epic Games Designing the User Experience of Game Development Tools is ideal for anyone who makes, uses, or benefits from game development tools. It explains complex concepts in a clear, accessible way and shares proven techniques backed by real-world examples and extensive references. Whether you're building a quick script or a full-scale level editor, this book offers the guidance and strategies you need to create tools that empower people to focus on making the best games possible"-- Provided by publisher.

This is the definitive guide on how to design game development tools. The book begins with the foundations of user experience and how they apply to game development tools, then guides you through the User-Centered Design process.



This is the definitive guide on how to design game development tools. The book begins with the foundations of user experience and how they apply to game development tools, then guides you through the User-Centered Design process – the gold standard in user experience design – which involves watching users work, understanding their goals, designing efficient and learnable user interfaces, and refining them through targeted evaluation techniques.

This completely revised and expanded second edition includes nine new inserts with deep dives into topics such as:

  • How to design intuitive tools
  • When to follow standards and when to innovate
  • AI and game development tools
  • What games can teach us about tools design
  • Why watching users work is essential

It also features excerpts from interviews with game industry legends, offering their advice on tools development:

  • John Romero, co-founder of id Software and designer of DOOM and Quake
  • Tim Sweeney, CEO of Epic Games

Designing the User Experience of Game Development Tools is ideal for anyone who makes, uses, or benefits from game development tools. It explains complex concepts in a clear, accessible way and shares proven techniques backed by real-world examples and extensive references. Whether you're building a quick script or a full-scale level editor, this book offers the guidance and strategies you need to create tools that empower people to focus on making the best games possible.

Arvustused

"Designing the User Experience of Game Development Tools is the guide that I wish every tools developer had on their desk."

John Romero Co-founder of id Software and designer of DOOM and Quake.

David is guided by his belief that he can contribute to raising the bar for all of us: that we can all speak the same language, understand the same concepts, and use the same techniques, so that we can all make better games. What you are reading now is the result of David Lightbowns first big mission on that very long quest. The rest is a co-op campaign, and he has brought along these weapons to get us started.

Mike Acton Director of Engineering, Hypnos Entertainment (formerly VP at Unity and Engine Director at Insomniac Games).

Lightbown tackles some complicated cognitive and scientific concepts, but does so in a completely conversational manner that is not only approachable, but fun and interesting to read. His examples are worth sharing, and putting them into action has definitely made me a better designer.

Jim Brown, Principal Designer, Epic Games.

"While the user experience of video games gets a lot of attention, there is just as much impact to be gained from paying attention to the user experience of the people building those games. This book is essential reading for anyone in the game development pipeline. Your users will appreciate the human-centered tools you create and the supercharged impact to their workflows."

Caroline Colón User Research Manager for 3D & Immersive, Adobe (formerly Senior User Researcher at Bungie).

Every tools developer from novice to master has opinions about their preferred approaches. However, ones opinions tend to be the least useful and most dangerous things to prioritize. Whats more important is the practice by which developers remove their bias in favor of the users satisfaction. Davids book will guide you in this pursuit. No doubt to success and a few surprises.

Geoff Evans Nvidia, GDC Tools Roundtables, GDC Advisory Board (formerly Infinity Ward and Insomniac).

"Coming from an audio programming and engineering background, when I started focusing more on learning about tools design and development some years ago I came across David's fantastic book. I found it accessible and easy to read, with valuable advice and guidance that translates well across game development domains. We have been facing increasing challenges in games development in the recent years and I believe that one of the keys for unlocking a better future is having better tools. This book is a great guide for achieving that."

Jorge Garcia Software Engineer on Audio Tools and Technology, EA (formerly at Activision Blizard and Codemasters).

Through honest insight and real-world pragmatism, David has provided a wonderful entry point to the practice of User-Centered Design while highlighting its practical application to game development tools. David not only delivers the concepts and techniques that can be used to improve the user experience of game development tools, he also outlinesin clear and measurable termsthe return on investment for doing so. A must-read for anyone whos serious about improving the efficiency, creativity, and productivity of the content creators on their team.

Liam Grieg Director of Product Design, Hubspot (formerly Head of Design at Atlassian, UX Director at EA and Ubisoft).

As a technical artist, Ive been espousing the benefits of tools for artists and production pipelines for more than a decade. But honestly, theyve been bare-bones, just-get-the-job-done kind of quality. Its about time we attach some professionalism to the design of our tools as well. User experience is the preeminent design challenge of our time and David has captured and refined these concepts to help us produce beautifully designed workflows that are a pleasure to use. His acclaimed lectures, now demonstrated and elaborated in this book, are brilliant and very appropriate to our industry. My toolsets going forward are going to incorporate as many of these concepts as I can squeeze into them.

Jason Parks Owner, Continuity AI (former Technical Artist for Sony, THQ, and Volition).

David Lightbown has been a driving force in bringing user experience and tool design to the forefront of the game industry. Through his book and public speaking, he has exposed the costly impact of neglecting UX in tools, including wasted production budgets, frustrated teams, and inefficient workflows. His insights demonstrate how well-designed tools remove bottlenecks, prevent unnecessary rework, and preserve the creative energy of your team. By applying the concepts and strategies he shares, studios can streamline their pipelines, maximize productivity, and empower their teams to focus on making great games. If you want to develop tools that accelerate, rather than obstruct, your next games production, David is the expert to learn from.

Viktor Stepanov Senior Tools Engineer, Infinity Ward (formerly Lead Tools Programmer at Wargaming.net).

As necessary as good tools are to make games, they are not discussed as often as they should be. Thankfully David Lightbown has done deep research, and compiled years of experience into this book. It is knowledge that will serve you well, and you will keep calling back to it over the years. Ive seen the first edition of this book at many studios around the world, as well as the praise it gets, and if youre reading this right now then youre in for a treat.

Robin-Yann Storm Independent Tool Designer (formerly at Apple, Guerrilla, and Io-Interactive)

In the fast-paced industries of gaming and software development, efficient developer tools are essential - but often elusive due to limited time and resources for designing workflows around user behavior. The contents of this book put the skills of the user-centered designer into the hands of engineers, management, and all contributors to internal platforms and tooling. Each chapter is well structured to be immediately applicable for tackling complex problems that arise during the whirlwind of your work day. While the examples are primarily focused on game development, David's book is the ultimate reference guide for any software developer.

Laura Taylor Product Manager and Designer (formerly at 2K Games, Unity, and 343 Industries)

Chapter 1 Welcome to Designing the User Experience of Game Development
Tools

Chapter 2 The UserCentered Design Process

Chapter 3 What Does It Mean to Be UserCentered?

Chapter 4 Analysis

Chapter 5 Design

Chapter 6 Evaluation

Chapter 7 Back to Analysis

Chapter 8 RealWorld UserCentered Design

CONCLUSION
After spending most of his formative years in his parents basement trying to clone 8-bit console games on an Apple IIGS, David Lightbown got a job in the games industry. Since then, he has dedicated the majority of his career to working on content creation tools and pipelines.

In addition to contributing to a variety of games as a technical director, David has delivered presentations at the Game Developers Conference, Siggraph, CEDEC, FMX, and the Montreal International Game Summit in various cities within Canada, the United States, Japan, and across Europe.

He has also collaborated with Autodesk to create product reviews, training manuals, tutorial videos, and masterclasses. In 2010, he received the Autodesk Master Award for his contributions to the 3D community.

David currently holds the title of User Experience Director at Ubisoft Montreal.