Narrow Search
Last searches

Results for *

Displaying results 1 to 3 of 3.

  1. End-to-end game development
    creating independent serious games and simulations from start to finish
    Published: ©2010
    Publisher:  Focal Press, Burlington, MA

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
    Unlimited inter-library loan, copies and loan
    Export to reference management software   RIS file
      BibTeX file
    Content information
    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780080952246; 0080952240; 9780240811796; 0240811798
    Subjects: Sport & Recreation; Computer games / Design; Video games / Design; GAMES / Video & Electronic; Computer games / Design; Computer games / Programming; Video games / Design; Computer games / Design; Video games / Design; Computer games; Computer games; Video games; Computerspiel; Projektmanagement; Programmierung; Softwareentwicklung
    Scope: ix, 371 pages
    Notes:

    Includes index

    You're part of a new venture, an independent gaming company, and you are about to undertake your first development project. The client wants a serious game, one with instructional goals and assessment metrics. Or you may be in a position to green light such a project yourself, believing that it can advance your organization's mission and goals. This book provides a proven process to take an independent game project from start to finish. In order to build a successful game, you need to wear many hats. There are graphic artists, software engineers, designers, producers, marketers - all take part in the process at various (coordinated) stages, and the end result is hopefully a successful game. Veteran game producers and writers (Iuppa and Borst) cover all of these areas for you, with step by step instructions and checklists to get the work done.

    The final section of the book offers a series of case studies from REAL indy games that have been developed and launched succesfully, and show exactly how the principles outlined in the book can be applied to real world products. The book's associated author web site offers ancillary materials & references as well as serious game demos and presentations. *Step-by-step no-nonsense approach to developing games from start to finish (graphic arts, software engineering, designing, producing, marketing all covered). Indy game developers will gain a clear understanding of what's involved. *Demonstrates a proven process for meshing gameplay and story to create an immersive experience for the player. *Even experienced game developers will benefit from some of the coverage, especially: setting curriculum goals, setting client expectations, and client management. *Authors are authorities in the field with decades of experience in designing and producing entertainment and educational media.

    Their games and other instructional designs have received numerous awards and accolades and they have held executive positions in training organizations at Fortune 500 companies. *Accompanying web site offers tools and helpful add-ons related to the book, including a serious game demo and presentation

    Includes bibliographical references and index

  2. End-to-end game development
    creating independent serious games and simulations from start to finish
    Published: c 2010
    Publisher:  Elsevier, Focal Press, Amsterdam [u.a.]

    You're part of a new venture, an independent gaming company, and you are about to undertake your first development project. The client wants a serious game, one with instructional goals and assessment metrics. Or you may be in a position to green... more

    Universität Potsdam, Universitätsbibliothek
    Unlimited inter-library loan, copies and loan

     

    You're part of a new venture, an independent gaming company, and you are about to undertake your first development project. The client wants a serious game, one with instructional goals and assessment metrics. Or you may be in a position to green light such a project yourself, believing that it can advance your organization's mission and goals. This book provides a proven process to take an independent game project from start to finish. In order to build a successful game, you need to wear many hats. There are graphic artists, software engineers, designers, producers, marketers - all take part in the process at various (coordinated) stages, and the end result is hopefully a successful game. Veteran game producers and writers (Iuppa and Borst) cover all of these areas for you, with step by step instructions and checklists to get the work done. The final section of the book offers a series of case studies from REAL indy games that have been developed and launched succesfully, and show exactly how the principles outlined in the book can be applied to real world products. The book's associated author web site offers ancillary materials & references as well as serious game demos and presentations. *Step-by-step no-nonsense approach to developing games from start to finish (graphic arts, software engineering, designing, producing, marketing all covered). Indy game developers will gain a clear understanding of what's involved. *Demonstrates a proven process for meshing gameplay and story to create an immersive experience for the player. *Even experienced game developers will benefit from some of the coverage, especially: setting curriculum goals, setting client expectations, and client management. *Authors are authorities in the field with decades of experience in designing and producing entertainment and educational media. Their games and other instructional designs have received numerous awards and accolades and they have held executive positions in training organizations at Fortune 500 companies. *Accompanying web site offers tools and helpful add-ons related to the book, including a serious game demo and presentation

     

    Export to reference management software   RIS file
      BibTeX file
    Content information
    Volltext (An electronic book accessible through the World Wide Web; click for information)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780240811796; 0080952240; 9780080952246
    Subjects: Computer games; Computer games; Video games
    Scope: Online-Ressource (IX, 371 S.), Ill., graph. Darst.
    Notes:

    Includes index

    Includes bibliographical references and index

    Electronic reproduction; Mode of access: World Wide Web

    Table of Contents At A Glance-- End to End Game Development -- Introduction -- Defining Independent Games, Serious Games and Simulations -- Setting Up Game Development -- Client Management -- From Start to Finish: A Walk-Through -- Step 1: Determining Project Goals -- Needs Analysis: -- Task Analysis: -- Instructional Design: -- Ongoing Documentation: -- Step 2: Game Design -- Determining Simulation Activities: -- Concept Testing, Refinement and Documentation: -- Determining Platforms and Tools: -- Team Building: -- Game Design vs. Instructional Design: -- Step 3: Production and Authoring -- Media production: -- Programming: -- Testing and Refining: -- Project Management: -- Step 4: The Finish Line -- Packaging and Distribution: -- Assessments: -- Your Game -- Version 2.0: -- Case Studies -- Games for Social Change: -- Occupational Training Games: -- Leadership and Collaboration Games: -- Educational Games: -- Indy Games: -- -----------------------------

    Table of Contents At A Glance -- -- End to End Game Development -- Introduction -- Defining Independent Games, Serious Games and Simulations -- Setting Up Game Development -- Client Management -- From Start to Finish: A Walk-Through -- Step 1: Determining Project Goals -- Needs Analysis: -- Task Analysis: -- Instructional Design: -- Ongoing Documentation: -- Step 2: Game Design -- Determining Simulation Activities: -- Concept Testing, Refinement and Documentation: -- Determining Platforms and Tools: -- Team Building: -- Game Design vs. Instructional Design: -- Step 3: Production and Authoring -- Media production: -- Programming: -- Testing and Refining: -- Project Management: -- Step 4: The Finish Line -- Packaging and Distribution: -- Assessments: -- Your Game -- Version 2.0: -- Case Studies -- Games for Social Change: -- Occupational Training Games: -- Leadership and Collaboration Games: -- Educational Games: -- Indy Games: -- -----------------------------

  3. End-to-end game development
    creating independent serious games and simulations from start to finish
    Published: c 2010
    Publisher:  Elsevier, Focal Press, Amsterdam [u.a.]

    You're part of a new venture, an independent gaming company, and you are about to undertake your first development project. The client wants a serious game, one with instructional goals and assessment metrics. Or you may be in a position to green... more

    Staats- und Universitätsbibliothek Bremen
    No inter-library loan
    Bibliotheks-und Informationssystem der Carl von Ossietzky Universität Oldenburg (BIS)
    No inter-library loan
    Bibliotheks-und Informationssystem der Carl von Ossietzky Universität Oldenburg (BIS)
    No inter-library loan
    Universität Potsdam, Universitätsbibliothek
    No inter-library loan

     

    You're part of a new venture, an independent gaming company, and you are about to undertake your first development project. The client wants a serious game, one with instructional goals and assessment metrics. Or you may be in a position to green light such a project yourself, believing that it can advance your organization's mission and goals. This book provides a proven process to take an independent game project from start to finish. In order to build a successful game, you need to wear many hats. There are graphic artists, software engineers, designers, producers, marketers - all take part in the process at various (coordinated) stages, and the end result is hopefully a successful game. Veteran game producers and writers (Iuppa and Borst) cover all of these areas for you, with step by step instructions and checklists to get the work done. The final section of the book offers a series of case studies from REAL indy games that have been developed and launched succesfully, and show exactly how the principles outlined in the book can be applied to real world products. The book's associated author web site offers ancillary materials & references as well as serious game demos and presentations. *Step-by-step no-nonsense approach to developing games from start to finish (graphic arts, software engineering, designing, producing, marketing all covered). Indy game developers will gain a clear understanding of what's involved. *Demonstrates a proven process for meshing gameplay and story to create an immersive experience for the player. *Even experienced game developers will benefit from some of the coverage, especially: setting curriculum goals, setting client expectations, and client management. *Authors are authorities in the field with decades of experience in designing and producing entertainment and educational media. Their games and other instructional designs have received numerous awards and accolades and they have held executive positions in training organizations at Fortune 500 companies. *Accompanying web site offers tools and helpful add-ons related to the book, including a serious game demo and presentation

     

    Export to reference management software   RIS file
      BibTeX file
    Content information
    Volltext (An electronic book accessible through the World Wide Web; click for information)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780240811796; 0080952240; 9780080952246
    Subjects: Computer games; Computer games; Video games
    Scope: Online-Ressource (IX, 371 S.), Ill., graph. Darst.
    Notes:

    Includes index

    Includes bibliographical references and index

    Electronic reproduction; Mode of access: World Wide Web

    Table of Contents At A Glance-- End to End Game Development -- Introduction -- Defining Independent Games, Serious Games and Simulations -- Setting Up Game Development -- Client Management -- From Start to Finish: A Walk-Through -- Step 1: Determining Project Goals -- Needs Analysis: -- Task Analysis: -- Instructional Design: -- Ongoing Documentation: -- Step 2: Game Design -- Determining Simulation Activities: -- Concept Testing, Refinement and Documentation: -- Determining Platforms and Tools: -- Team Building: -- Game Design vs. Instructional Design: -- Step 3: Production and Authoring -- Media production: -- Programming: -- Testing and Refining: -- Project Management: -- Step 4: The Finish Line -- Packaging and Distribution: -- Assessments: -- Your Game -- Version 2.0: -- Case Studies -- Games for Social Change: -- Occupational Training Games: -- Leadership and Collaboration Games: -- Educational Games: -- Indy Games: -- -----------------------------

    Table of Contents At A Glance -- -- End to End Game Development -- Introduction -- Defining Independent Games, Serious Games and Simulations -- Setting Up Game Development -- Client Management -- From Start to Finish: A Walk-Through -- Step 1: Determining Project Goals -- Needs Analysis: -- Task Analysis: -- Instructional Design: -- Ongoing Documentation: -- Step 2: Game Design -- Determining Simulation Activities: -- Concept Testing, Refinement and Documentation: -- Determining Platforms and Tools: -- Team Building: -- Game Design vs. Instructional Design: -- Step 3: Production and Authoring -- Media production: -- Programming: -- Testing and Refining: -- Project Management: -- Step 4: The Finish Line -- Packaging and Distribution: -- Assessments: -- Your Game -- Version 2.0: -- Case Studies -- Games for Social Change: -- Occupational Training Games: -- Leadership and Collaboration Games: -- Educational Games: -- Indy Games: -- -----------------------------