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Game Development and Production (Wordware Game Developer's Library) Paperback – January 25, 2003
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Top Customer Reviews
So why only four stars? I have the feeling that Erik isn't being completely honest with us. On my team chaos is the norm even though we scored an AA on Erik's "Game Project Survival Test." Erik makes his team sound like a smoothly running factory, and I have trouble believing it's due to those extra ten points his team is getting on the test. Give it up, Erik: either admit that business is chaos and let us reconcile ourselves to that cold truth, or tell us the deep dark secrets that makes your team work so well.
Also, stuff is missing here: how do you hire great talent? How do you prevent your team from breaking the build on a regular basis without slowing them to a crawl? (That's the question that has been keeping me up nights.) How can you be productive if you're waiting until alpha to fix all your bugs? I bet Erik has some insight into these questions, but he didn't get it on the page.
Still, don't let my nitpicking stop you from reading this book. I'm going to try to make everyone on my team read it. And I'll be eagerly awaiting a sequel.
GD&P serves as a guidebook to game development, covering all aspects of the design and development process. Here you will find an overview of essentially every job type in the industry, and a detailed look at the jobs more prominent in the development process.
Bethke's text is also adorned with sage advice on some basic principles of designing a successful game, as well as some advice for the industry as a whole. This brings some excitement to a book that, while informative, would be little more than an instruction manual for the game biz. His writing style kept me interested from start to finish.
Buy this book for the opening chapters alone. They are filled with straightforward advice on how to design a successful game (of any budget), but beware: the cold, hard truth may have you thinking twice about your chances of making the next Quake killer on your own in the next two months. GD&P is decorated with the battle scars of a tough industry and pulls no punches in its presentation of success & failure. That said, the text is overall very positive and you will find yourself, as I did, wanting to put the book down just to rush off and start working on the various design documents outlined herein.
Buy this book if you want to start making games, and not just play them.
In his book, Erik talks about many different elements of the business. One of which is the question of should you or should you not make a game. Do you really want to go to the hassle of finding funding, developing the game and then trying to find a way to get it to the market? If you decide you want to, then he gives examples of the different steps to making a game and what they require. An example of this is his lengthy discussion of the planning and design aspects and how the more in depth and specific your planning is, the better the chances will be that your game will turn out well. One topic that is threaded throughout the book is different management techniques that are used at Taldren. An example of this is how he gets people motivated and focused on the different tasks that are necessary for proper completion of the game.
There were a number of areas that really stood out to me personally. There are a lot of topics that I have studied in my college career that Erik covers in this book. One example is how Erik discusses that in every project, there are three main areas or constraints that need to be considered: Time, Scope and Performance. A project leader is good to achieve one of these constraints and very fortunate if they achieve two.Read more ›
Most Recent Customer Reviews
I was very disappointed in this book. While it may have been relevant when it was first published, the content has quickly become dated. Read morePublished on August 16, 2010 by ntnm
This book may have been OK back in 2003 when it was written but the world of game development has changed significantly since then and this book will now teach you all the bad ways... Read morePublished on June 16, 2010 by S. Pashley
The title of the book explains it all, you can't go wrong here if you know what Game Development and Production is, but if you don't know and want to be informed, this book can do... Read morePublished on December 15, 2009 by Blu
Seems like every idea in it is ripped off from other books. Don't buy it. It's a waste of money.Published on April 23, 2008 by Jojo White
I recently started a game development enterprise program at my school (Michigan Tech) and we had no clue where to start. This book is great if you feel like I did. Read morePublished on May 25, 2004 by N. Paul
I found the book to have lots of good advice and insight. However, the information in it needs to be taken with a grain of salt. The company he was running has all bit folded. Read morePublished on November 12, 2003
This book provides a good start for someone who has yet to dive into the highly competitive world of entertainment design and software. Read morePublished on October 7, 2003 by Aaron McGowan