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E-raamat: Distributed Game Development: Harnessing Global Talent to Create Winning Games [Taylor & Francis e-raamat]

  • Formaat: 240 pages, 30 Halftones, black and white
  • Ilmumisaeg: 02-Mar-2010
  • Kirjastus: Focal Press
  • ISBN-13: 9780240812724
Teised raamatud teemal:
  • Taylor & Francis e-raamat
  • Hind: 249,27 €*
  • * hind, mis tagab piiramatu üheaegsete kasutajate arvuga ligipääsu piiramatuks ajaks
  • Tavahind: 356,10 €
  • Säästad 30%
  • Formaat: 240 pages, 30 Halftones, black and white
  • Ilmumisaeg: 02-Mar-2010
  • Kirjastus: Focal Press
  • ISBN-13: 9780240812724
Teised raamatud teemal:
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:
About the Author xi
Preface and Overview
1(8)
Introduction
1(1)
How is a Team Leader to Juggle All of This?
2(1)
Who is This Book For?
3(1)
Preamble on Distributed Development
4(5)
Why Would I Use Distributed Development?
4(1)
So You Don't Like Outsourcing and Think It's a Bad Idea
5(1)
The Difference between Traditional Outsourcing and Distributed Development
6(1)
Who We Will Meet in Our Case Studies, and Why We Care about What They Have to Say
7(2)
Overview of the Development Process
9(26)
The Basic Games Development Cycle
9(1)
Concept Discovery
10(2)
Pre-Production
12(4)
Full Production
16(3)
A Word on Demos
19(2)
How to Prepare Properly
20(1)
How to Use Distributed Development Teams to Alleviate Demo Problems
20(1)
When They're out of Control
20(1)
Alpha, Beta, Final
21(7)
Finaling
21(4)
Interview
25(3)
David Wiens
Manufacturing and Distribution
28(1)
Launch Day
28(1)
Post Launch Support and Updates
28(1)
Summary
29(6)
Interview
30(5)
Rhett Bennatt
Your World and Your Internal Team
35(28)
Types of Distributed Collaboration: How to Organize Your World
35(4)
Organization of Key Players: Developers, Publishers, Customers, and Retailers
35(1)
Traditional Distribution Model
36(1)
Digital Distribution Model
37(2)
Organization of Distributed Development Teams
39(3)
The Core Team
39(1)
What to Do with the Wii?
40(1)
Separate Multiplayer
40(1)
How Many People per Group?
41(1)
Subcontractors
41(1)
How to Pick Your Internal Reps
42(2)
Flexibility
42(1)
Diplomacy
42(1)
Travel
43(1)
Technical Skills
43(1)
Dedication
43(1)
Key Roles and How to Identify Good Candidates
44(8)
Producer
44(2)
Associate Producer
46(1)
Development Director
46(1)
Art Director
47(1)
Technical Director
47(2)
Senior Designer
49(1)
Integration Engineer and Build Master
49(1)
Technical Art God
50(1)
Audio Guru
50(2)
News Flash: A Team Is More Than the Sum of Its Parts
52(1)
Insourcing: It's Like Hiring Family Because Dad Told You To
52(2)
How to Use Insourcing Effectively
53(1)
Summary
54(9)
Interview
54(9)
Robyn Wallace
External Partnerships
63(42)
Where to Find Candidates and Teams
63(1)
How to Know What You Need
64(13)
Questions for Fay Griffin, Development Director, Electronic Arts
65(4)
Partner Evaluation Matrix
69(2)
Warning Signs When Evaluating Teams
71(2)
Interview
73(4)
Luke Wasserman
How Developers Can Find Partners and Publishers
77(4)
On Agents
78(2)
Why Developers Need to Self-Promote Early and Always
80(1)
Warning Signs for the New Developer
80(1)
How Developers Should Evaluate a Development Deal
81(13)
The Assignment
82(1)
Pay
82(3)
Royalties
85(2)
Delivery and Acceptance
87(1)
Intellectual Property Rights
88(1)
Credit
89(1)
Future Relationship
90(1)
Key Employees
90(1)
Use of Subcontractors
90(1)
Termination
91(1)
The Value of an Appendix
92(1)
Strategic Value
92(2)
Roles and Responsibilities
94(3)
Marketing
95(1)
Localization
95(1)
Manufacturing
96(1)
Quality Assurance
96(1)
Publisher-Independent Quality Control
97(1)
First-Party Certification
97(1)
Summary
97(8)
Interview
98(7)
Sergio Rosas
Getting off on the Right Foot
105(42)
Making Sure You Have a Shared Vision
105(7)
How Do You Best Establish a Shared Vision?
105(3)
Interview
108(4)
Bill Byrne
Defining Project Parameters: Scheduling Goals, Techniques, and Milestones
112(15)
Types of Scheduling
112(1)
How to Structure Milestones
113(6)
Dealing with Multiple Platforms Simultaneously
119(6)
Devising Collaborative Schedules: Scheduling from the Ground Up
125(1)
What Does Good Look Like?
126(1)
Kickoff Meetings
127(5)
When you First Discuss the Possibility of Working Together
128(1)
When the Project is a Go and the Contract is Signed
128(2)
When the Bulk of the Staff Starts to Come Online
130(1)
When Key Team Members Meet (Art Directors' Summit)
131(1)
How to Keep Balance among Internal and External Teams: Avoiding'' Us versus Them'' and Other Common Problems
132(2)
Tools for Keeping the Team in Sync
134(6)
Source Control
134(1)
Using Source Control across Multiple Sites and Teams
134(1)
E-mail
135(1)
Subgroup Aliases
136(1)
E-mail Archiving of Critical Information
136(1)
Flagging and Tagging
136(1)
Etiquette
136(1)
Instant Messaging
137(1)
Video Conferencing
137(1)
Shared Documentation Space: Wikis, Sharepoint, and Google Docs
138(1)
Defect Tracking
138(1)
Asset Review
139(1)
Summary
140(7)
Interview
140(7)
Everett Lee
Maintaining the Organism
147(36)
Establishing and Maintaining Trust
147(1)
Progress Checkpoints and Milestone Tracking Progress
148(2)
On Equipment and Software Needs
150(1)
For Developers
150(1)
For Publishers and Those Who Loan out Gear
150(1)
How to Know When Things Are Going Wrong, and What to Do about It
151(3)
Play the Build
152(1)
Metrics
153(1)
Try to Break Down Communication Silos
153(1)
What to Do When the Job Requires More Work Than You'd Agreed Upon
154(4)
Find out Why
154(1)
Determine If You Need Additional Resources
155(2)
Even When It is Difficult or Expensive, Do What You Say You Will Do
157(1)
How to Deal with Product Goal or Design Changes
158(1)
How to Gracefully Exit When Required
159(2)
Finaling and Product Submission
161(15)
Interview
168(8)
Phil Wattenbarger
The Postmortem
176(1)
Planning for Your Next Date
177(4)
For Publishers
179(1)
For Developers
180(1)
Summary
181(2)
Site Visits and Common Situations
183(30)
Site Visits
183(1)
Who to Send and Why
184(3)
Critical Meetings
185(1)
Collaborative Creation
185(1)
Getting to Know Individual Strenghts and Weaknesses
185(1)
Soaking up Their Attitude
186(1)
Troubleshooting
186(1)
Celebrating
187(1)
Surprise Inspections
187(1)
Representing Your Company and the Project While On-Site
187(1)
Language Barriers
188(4)
Interview
190(2)
Frank Klier
Cross-Pollination
192(1)
Dealing with Distractions
193(2)
Understanding Local Politics
193(1)
Ferreting out Destructive Non-Work Distractions
194(1)
Cultural Differences
195(1)
Regional Conditions
196(2)
Helpful Tools for Staying in Touch with Home Base
198(1)
A Cell Phone with an International Rate Plan
198(1)
Instant Messenger
198(1)
Skype
198(1)
Blackberry or Other Mobile E-mail Device
198(1)
Remote Desktop
199(1)
Failure Study: When the Schedule Is Wrong
199(3)
What to Do When Your People Are Spending Too Much Time On-Site
201(1)
Failure Study: When Your Vision Is Clouded
202(2)
When You're Shooting for the Wrong Target
202(2)
Failure Case: When the Bugs Eat You
204(1)
Failure Case: The Decision-Making Bottleneck
205(1)
Hot Potato Projects
206(2)
Summary
208(5)
Interview
208(5)
Mark Greenshields
Review, Conclusions, and the Future
213(10)
A Review of What We've Discussed
213(7)
Preface and Overview
213(1)
Overview of the Development Process
214(1)
Your World and Your Internal Team
214(1)
External Partnerships
215(1)
Getting off on the Right Foot
216(1)
Maintaining the Organism
217(1)
Site Visits and Common Situations
218(2)
Overall Conclusions
220(1)
What the Future Holds
220(3)
Index 223
Tim Fields has been in the game industry since 1995 as a producer, project manager, design lead, and business developer. Tim has helped small studios and top publishers like EA and Microsoft run teams that create great games. He has worked on shooters, sports games, racing titles, and RPGs using talent and teams from North America, Asia, Europe, and the UK.