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Game Developer's Market Guide (Premier Press Game Development) [Paperback]

Bob Bates (Author)
4.0 out of 5 stars  See all reviews (2 customer reviews)


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Book Description

Premier Press Game Development September 1, 2003
Welcome to the first comprehensive guide for everyone in the game development industry - from artists, writers, and designers to programmers, producers, and executives. This one-stop guide covers all aspects of the game development industry. If you're looking for schools with a game development curriculum, they're in here. If you're already working in the industry and want to make a career move, check out the listing of game development companies and what they look for in employees. If you're interested in freelancing, that's covered too. Build your personal resources using the listing of recommended books, publications, and Web sites that all developers should know about. Get tips that will help you decide whether to use an agent or recruiter, and learn how to cover yourself and your game through contract negotiations and intellectual property laws. If you're serious about a future in game development, you can't afford to be without this book!

Editorial Reviews

Review

The actual "yellow pages" chapters are a great reference and will save you a lot of effort. -- GameDev.net, John Hattan, October 2003

About the Author

In 1989, Bob co-founded Legend Entertainment and served as its President until the company¿s 1998 sale to GT Interactive (now Atari). He continued as Legend¿s Studio Head and as an active game designer/producer until the studio closed in January of 2004.

Bob is a frequent speaker at industry conferences and events, and he is also the co-founder and organizer of the Game Designer¿s Workshop, an annual invitation-only conference attended by many of the top storytelling game designers in the business.

Bob is the author of one of the industry¿s bestselling books on game development, "Game Design: The Art and Business of Creating Games" (Premier Press/Course PTR), which is currently being used as a textbook by several colleges and universities. He is also the editor of the "Game Developer¿s Market Guide" (Premier Press/Course PTR) and "Game Design, Second Edition".

Product Details

  • Paperback: 736 pages
  • Publisher: Course Technology PTR; 1 edition (September 1, 2003)
  • Language: English
  • ISBN-10: 1592001041
  • ISBN-13: 978-1592001040
  • Product Dimensions: 9.1 x 7.3 x 1.4 inches
  • Shipping Weight: 2.6 pounds
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Best Sellers Rank: #2,378,953 in Books (See Top 100 in Books)

 

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7 of 8 people found the following review helpful:
3.0 out of 5 stars Decent, but surprisingly incomplete, February 27, 2004
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This review is from: Game Developer's Market Guide (Premier Press Game Development) (Paperback)
I purchased this book with my eye on one section in particular... the one that purports to have a list of publishers and their contact information. When I received the book, I was excited to flip it open and find, indeed, a list of information for many publishers in the industry. What I soon found out, however, that what seems to be a large amount of information really isn't.

First, there are a striking number of major publishers that are simply missing from the book. For example, the publisher that historically works the most with outside studios, Take Two (and their subsidiaries, Gathering of Developers, Rockstar, etc.) have no listing whatsoever. There is some solace in seeing companies like Microsoft Games... but they state firmly in their entry that they do not accept unsolicited submissions - which is exactly what a reader of this book would be doing. What's more, many of the entries in this section were obviously lifted straight from forms filled out by the companies themselves... complete with spelling errors, grammatical hash and useless statements.

The lists of developers and contractors seems to be a bit more of a help - particular for those that are looking for employment or for specialized contract labor to help them augment their own skills. However, this is something that is available through other outlet such as the perennial favorite, Gamasutra.com.

The other sections of this book hold some value, depending on your knowledge and exposure to the industry. There are some decent articles in Section 1 by some good names in the business. They provide an array of education, advice, encouragement and caution to those who may be looking at getting into the industry.

The last section of recommended reading, URLs, etc. is material you could find on your own. It is only really valuable if you are completely incapable of performing the most basic of searches via your engine of choice. Of course, if you couldn't Google with a reasonable level of skill, you probably wouldn't be the type of person that would be looking for this book in the first place.

All in all, it is nice to have this information between a pair of covers... but don't expect an all-encompassing tome of who's who and who wants you. On the other hand, for the price they are charging, it may be worth it to just pick it up so you don't have to burn the calories acquiring the information on your own.

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6 of 7 people found the following review helpful:
5.0 out of 5 stars Review of Game Developer's Market Guide, September 30, 2003
By A Customer
This review is from: Game Developer's Market Guide (Premier Press Game Development) (Paperback)
Game Developer's Market Guide answers this difficult question: "How do I get a job in game development?" It provides students with a clear and complete resource for understanding and breaking into the game industry. Most importantly, this book helps an aspiring developer figure out what their goals really are, and how to achieve them.

The book is organized into three coherent segments. The first portion is a series of articles describing various aspects of the game industry, including the business, the freelance lifestyle, agents and recruiters, legal issues, game design, and explanations of the various components and jobs involved in both the production and management of a game.

The second portion of this book is a compendium of publishers, developers, contractors, distributors, game recruiters, schools, and industry events. Each entry listed in this section provides a full description of the company, contact information, a brief history, and its function in the industry.

The third portion of the book is a list of important organizations and websites with which any serious developer should be familiar.

This is an enjoyable, well-structured, and well-formatted book containing a wealth of useful information. It succeeds in providing a solid foundation in the fundamentals of the game industry. The articles in this book present concrete examples and crucial information from some of the industry's top developers that empower readers to competently formulate an approach to entering the game industry.

In addition to the articles, the company list is an invaluable resource to student developers. One of the most difficult aspects of job application strategies for any student is gathering a list of prospective employers. This book provides a comprehensive list of companies that enables a reader to quickly track down contact information as well as identify companies that they might have otherwise overlooked.

The final section of the book provides links and information about popular game development organizations and websites. It provides an important foundation for students to understand and get involved with the community.

Regardless of whether you are an artist, programmer, designer, producer, tester, veteran, or novice, I highly recommend this book as an essential resource for understanding and existing within the game industry. Bates has fluidly organized the most important aspects of the game industry into a single comprehensive and easy to read reference guide. Each chapter is filled with information and tips that are crucial to the success of any game developer.

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Inside This Book (learn more)
First Sentence:
This book is for everyone involved in game development and for those who want to break into the industry. Read the first page
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
visual arts help, game design courses, types ofgames, audio help, game recruiter, engine programming, send outline, web games, candidates for new positions, visual arts courses, outside needs, established talent, programming help, audio programming, game channel, established developers, contact method, production help, game development, project titles, independent game developers, job placement assistance, audio editing, interactive entertainment industry, graphics programming
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Microsoft Xbox, Music Composition Seeking, Voice Acting, Game Boy Advance, General Programming Seeking, Audio Recording, Flat Licensing Fee Offers, Publisher Specialty, General Game Production Seeking, Advance Offers, Project Lead, Video Direction, General Visual Arts Seeking, Game Boy Color, Localization Seeking, Hardware Engineering, Creative Direction Typically, Contractor Specialty, Event Description, Asset Managing, General Visual Arts Offers, General Game Production Offers, Sega Dreamcast, General Visual Arts Typically, New York
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