Muutke küpsiste eelistusi

E-raamat: Surviving Game School...and the Game Industry After That

(Cornell University, USA),
  • Formaat: 309 pages
  • Ilmumisaeg: 06-Feb-2018
  • Kirjastus: CRC Press
  • Keel: eng
  • ISBN-13: 9781351339698
Teised raamatud teemal:
  • Formaat - EPUB+DRM
  • Hind: 61,09 €*
  • * hind on lõplik, st. muud allahindlused enam ei rakendu
  • Lisa ostukorvi
  • Lisa soovinimekirja
  • See e-raamat on mõeldud ainult isiklikuks kasutamiseks. E-raamatuid ei saa tagastada.
  • Formaat: 309 pages
  • Ilmumisaeg: 06-Feb-2018
  • Kirjastus: CRC Press
  • Keel: eng
  • ISBN-13: 9781351339698
Teised raamatud teemal:

DRM piirangud

  • Kopeerimine (copy/paste):

    ei ole lubatud

  • Printimine:

    ei ole lubatud

  • Kasutamine:

    Digitaalõiguste kaitse (DRM)
    Kirjastus on väljastanud selle e-raamatu krüpteeritud kujul, mis tähendab, et selle lugemiseks peate installeerima spetsiaalse tarkvara. Samuti peate looma endale  Adobe ID Rohkem infot siin. E-raamatut saab lugeda 1 kasutaja ning alla laadida kuni 6'de seadmesse (kõik autoriseeritud sama Adobe ID-ga).

    Vajalik tarkvara
    Mobiilsetes seadmetes (telefon või tahvelarvuti) lugemiseks peate installeerima selle tasuta rakenduse: PocketBook Reader (iOS / Android)

    PC või Mac seadmes lugemiseks peate installima Adobe Digital Editionsi (Seeon tasuta rakendus spetsiaalselt e-raamatute lugemiseks. Seda ei tohi segamini ajada Adober Reader'iga, mis tõenäoliselt on juba teie arvutisse installeeritud )

    Seda e-raamatut ei saa lugeda Amazon Kindle's. 

Surviving Game School speaks about what to expect in a top game design or game development college program, and what to expect once students get out. Making games is not at all the same as playing games. Uncommonly blunt, the book reveals the rigors and the joys of working in this industry. Along the way the book touches on themes of time management, creativity, teamwork, and burnout. The authors explore the impact working in the game industry can have on personal relationships and family life. The book closes with advice about lifes goals and building and keeping a sensible balance between work and everything else.

Key Features:











What you can expect from a top college Game Design Program, from an experienced college professor





What to expect while working in the games industry, from 25-year veteran game developer.





How to find an industry job after gaining a relevant college degree





How to build and maintain a satisfying career in the games industry
Foreword xvii
Acknowledgments xix
Authors xxi
A Note to Parents xxiii
Introduction xxv
Chapter 1 High School 1(10)
1.1 You Can Do Anything
2(1)
1.2 Crossing The Great Divide
3(1)
1.3 What's A "Plethora"?
3(1)
1.4 This Sounds Pretty Scary
4(1)
1.5 Thinking Strategically
4(3)
1.6 The All-Important Portfolio
7(1)
1.7 Now Let's Get Organized To Get Out Of Here
8(1)
1.8 Taking A Year Off
8(1)
1.9 Graduation Day
8(3)
Chapter 2 Paralyzed By A Plethora Of Possibilities 11(10)
2.1 Game Schools, Good And Bad
11(2)
2.2 What To Look Out For In A Games Program
13(1)
2.3 Core Courses In Game Design
13(5)
2.4 Concentrations And Minors
18(3)
Chapter 3 Before You Start College 21(4)
3.1 What About The Portfolio?
21(1)
3.2 Aren't You Coding Yet?
22(2)
3.3 Are You A Writer Or An Artist? Keep A Journal/Sketchpad!
24(1)
3.4 Make Games!
24(1)
Chapter 4 Day One 25(6)
4.1 This Is College
25(1)
4.2 What You Can Expect
26(1)
4.3 Making New Friends
27(1)
4.4 Forming New Teams
28(1)
4.5 Meeting The Professors
28(1)
4.6 Getting Challenged By New Ideas
29(2)
Chapter 5 Year One 31(8)
5.1 Join The Club
31(1)
5.2 The International Game Developers Association
32(1)
5.3 Game Jams...Do Them!
32(2)
5.4 Make Games On The Side
34(1)
5.5 Read The "Trades"
34(1)
5.6 Getting Overwhelmed
35(1)
5.7 Burning Out
36(3)
Chapter 6 Teamwork, Part One 39(14)
6.1 Go Team!
39(3)
6.2 Brainstorming
42(2)
6.3 Scrum
44(2)
6.4 The Lone Wolf
46(2)
6.5 Going Off The Rails
48(5)
6.5.1 Lack Of Clarity
48(2)
6.5.2 Overscoping
50(1)
6.5.3 The Project Hog
51(1)
6.5.4 Procrastination
52(1)
Chapter 7 The Roles In Building A Game 53(20)
7.1 Roles On The Team
53(13)
7.1.1 The Designer
54(2)
7.1.2 The Engineer
56(1)
7.1.3 The Artist
57(1)
7.1.4 The Producer
58(2)
7.1.5 Sound Designer, Music Composer
60(2)
7.1.6 Writer And Narrative Designer
62(1)
7.1.7 Quality Assurance
63(3)
7.2 The Phases Of Game Development
66(4)
7.2.1 Concept Phase
66(1)
7.2.2 Prototype Phase
67(1)
7.2.3 The Preproduction Phase
67(1)
7.2.4 The Production Phase
68(2)
7.3 Wrapping Up
70(3)
Chapter 8 Year Two 73(12)
8.1 Back To School
73(12)
8.1.1 Game Design
74(2)
8.1.2 Computer Science
76(3)
8.1.3 Visual Arts
79(6)
Chapter 9 Becoming A Professional 85(8)
9.1 Act Professionally, Even In School
85(5)
9.2 Your Resume And Your Portfolio (Again)
90(1)
9.3 Practice Makes Perfect
90(3)
Chapter 10 San Francisco (And LA) Bound 93(6)
10.1 The Game Developer Conference
93(1)
10.2 Bring Business Cards And Resumes
94(1)
10.3 Paying For The GDC
95(1)
10.4 Sensory Overload
95(1)
10.5 Don't Forget The Parties-networking
95(1)
10.6 The E3 Trade Show!
96(1)
10.7 Other Conferences And Trade Shows
97(2)
Chapter 11 Year Three 99(8)
11.1 Leveling Up
99(1)
11.2 Don't Be So Critical (?)
100(1)
11.3 Mastering The Tools
101(1)
11.4 Third-Year Courses
102(2)
11.5 Making Contacts
104(1)
11.6 Landing An Internship
105(2)
Chapter 12 Internships And Co-Ops 107(10)
12.1 Remember That Portfolio Thing?
107(1)
12.2 Finding An Internship
108(2)
12.3 Making A Good Impression
110(2)
12.4 Persistence Pays
112(1)
12.5 On The Job
112(2)
12.6 Intellectual Property
114(1)
12.7 Getting Invited Back
115(2)
Chapter 13 Year Four 117(8)
13.1 We're Going To Keep Hounding You About Your Portfolio
117(1)
13.2 The School Year
117(1)
13.3 Distribution Requirements
118(1)
13.4 Social Sciences
118(1)
13.5 The Senior Project
118(3)
13.5.1 Game Development
119(1)
13.5.2 Arts And Music
119(1)
13.5.3 Science And Engineering
120(1)
13.6 Independent Studies
121(1)
13.7 Electives
122(1)
13.8 Degree Clearance
122(1)
13.9 Game Festivals And Competitions
122(1)
13.10 Job Hunting
123(1)
13.11 Getting Ready To Get Out
124(1)
Chapter 14 Graduation Day 125(2)
14.1 Finally
125(1)
14.2 The Big Day
126(1)
14.3 Afterwards
126(1)
Chapter 15 Transitions 127(10)
15.1 Being A Professional, This Time For Real
127(1)
15.2 Be Flexible In All Things
127(2)
15.3 Managing Expectations
129(2)
15.3.1 Salary
129(1)
15.3.2 Promotion
130(1)
15.3.3 Job Security
130(1)
15.3.4 Vacation
131(1)
15.4 Differences Between Companies
131(6)
15.4.1 Discipline Orientation
131(1)
15.4.2 Size And Number Of Employees
131(2)
15.4.3 Indie Versus Owned
133(2)
15.4.3.1 Indie Studios
134(1)
15.4.3.2 Owned Studios
134(1)
15.4.4 Private Versus Shareholder
135(2)
Chapter 16 The Hiring Process 137(14)
16.1 Corporate Culture
137(3)
16.1.1 Means- Versus Goal-Oriented
138(1)
16.1.2 Internally Versus Externally Driven
138(1)
16.1.3 Easygoing Versus Strict Work Discipline
139(1)
16.1.4 Local Versus Professional
139(1)
16.1.5 Open Versus Closed System
139(1)
16.1.6 Employee- Versus Work-Centered
139(1)
16.2 The Characteristics Employers Seek
140(6)
16.2.1 A Passion For Video Games
140(1)
16.2.2 Strong Communication Skills
141(1)
16.2.3 A Team Player Mindset
141(1)
16.2.4 Positive Mental Attitude
142(1)
16.2.5 Strong Self-Motivation
142(1)
16.2.6 Effective Organizational Skills
142(1)
16.2.7 Attention To Detail
143(1)
16.2.8 A Flexible And Adaptable Attitude
143(1)
16.2.9 Confidence In Abilities
144(1)
16.2.10 Openness To Constructive Feedback
144(1)
16.2.11 A College Degree In A Relevant Subject
145(1)
16.3 What You Need To Do To Get Ready
146(1)
16.4 The Interview Process
147(1)
16.5 Salary And Other Negotiations
148(3)
Chapter 17 Your First Gig 151(6)
17.1 Day One
152(1)
17.2 Month One
153(1)
17.3 ...And Beyond
154(3)
Chapter 18 A Day In The Life 157(4)
18.1 The Phase Of The Project
158(1)
18.2 The Burn-Down Chart
158(1)
18.3 Shifting Responsibilities
159(1)
18.4 A Day In The Life
160(1)
Chapter 19 Teamwork, Part Two 161(4)
19.1 The Life And Times Of A Team
161(1)
19.2 Production Hierarchy
162(1)
19.3 Team Hierarchy
163(2)
Chapter 20 Crunch Time 165(6)
20.1 The Iron Triangle
165(1)
20.2 The Dynamics Of Crunch
166(2)
20.3 When Crunch Kicks In
168(1)
20.4 Crunch And Quality Of Life
169(2)
Chapter 21 The Postmortem 171(4)
21.1 What Is A Postmortem?
171(1)
21.2 Running A Postmortem
172(3)
Chapter 22 Your First Promotion 175(4)
22.1 What Is A Promotion?
176(1)
22.2 How To Earn A Promotion
176(3)
Chapter 23 The Pink Slip 179(6)
23.1 Thriving On Chaos
179(1)
23.2 When The Axe Falls
180(2)
23.3 Dealing With Unemployment
182(1)
23.4 Finding A Job Is Itself A Full-Time Job
183(2)
Chapter 24 Going Off The Rails 185(4)
24.1 Diagnosing The Problems
186(2)
24.1.1 Lack Of Clarity...Again
186(1)
24.1.2 Hidden Agendas
186(1)
24.1.3 Micromanagement
187(1)
24.1.4 Serving Two Masters
187(1)
24.1.5 Unexpected External Forces
187(1)
24.1.6 Unwelcome External Forces
188(1)
24.2 Getting Back On The Rails
188(1)
Chapter 25 A Continuing History Of Change 189(6)
25.1 Expect Change Forever
189(1)
25.2 The Earliest Personal Computers
190(1)
25.3 Storage Devices
190(2)
25.4 The Software
192(1)
25.5 The Changing Market
192(1)
25.6 Keep Your Skills Sharp
193(2)
Chapter 26 Going It Alone 195(10)
26.1 Are You An Entrepreneur? Do You Want To Be?
195(1)
26.2 Solo Freelancing
196(6)
26.2.1 Contract Work
198(2)
26.2.2 Advance On Royalties
200(1)
26.2.3 Loan
201(1)
26.2.4 Crowd Funding
202(1)
26.3 Startup Company
202(2)
26.4 Are You Prepared?
204(1)
Chapter 27 The Exploding Gig Economy 205(10)
27.1 Are You Ready For It?
206(1)
27.2 Freelancing And The Game Industry
207(1)
27.3 Is Freelancing Right For You?
207(1)
27.4 Things To Consider
207(1)
27.5 Work For Hire
207(1)
27.6 Tax Matters
208(1)
27.7 Healthcare
209(1)
27.8 Other Insurance
209(2)
27.9 Pension Plans
211(1)
27.10 Safety Nets
211(1)
27.11 Protecting Your Reputation
212(1)
27.12 Political Implications
212(3)
Chapter 28 There Is More To Life Than Games 215(6)
28.1 Personal Growth
215(1)
28.2 Life Outside Of Work
215(1)
28.3 Family Versus Game Industry
216(1)
28.4 Taking Responsibility For Yourself
216(1)
28.5 Know Yourself
216(2)
28.5.1 The MBTI
217(1)
28.5.2 The Gallup Strengthsfinder
217(1)
28.5.3 The Big Five (OCEAN) Personality Test
218(1)
28.5.4 Other Tests
218(1)
28.6 Online Courses
218(1)
28.7 Mindfulness
218(1)
28.8 Living Lean And Mean
219(1)
28.9 Closing Thoughts
220(1)
Appendix 1: Resources For Game Development 221(6)
Appendix 2: Top Schools For Game Development And Game Design 227(26)
References 253(4)
Suggestions For Further Reading 257(10)
Index 267
Professor Michael F. Lynch, Rensselear Polytechnic Institute, has been a member of the Games and Simulation Arts and Sciences (GSAS) program in HASS since its inception. Within that, he is primarily interested in Interactive Storytelling, music and sound design. His continuing research interests revolve around several topics in Interactive Storytelling (I-S), particularly new forms of Artificial Intelligence (based on Clarion) that can provide for more human-realistic Non-Player Characters (NPCs).



Adrian Earle is a game developer and industry veteran who has been credited on games developed by the following companies: Vicarious Visions, Inc., MicroProse-Spectrum HoloByte UK-Europe, Stormfront, etc.