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End-to-End Game Development: Creating Independent Serious Games and Simulations from Start to Finish Paperback – December 1, 2009

ISBN-13: 978-0521382038 ISBN-10: 0521382033 Edition: 1st

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Product Details

  • Paperback: 381 pages
  • Publisher: Focal Press; 1 edition (December 1, 2009)
  • Language: English
  • ISBN-10: 0521382033
  • ISBN-13: 978-0521382038
  • ASIN: 0240811798
  • Product Dimensions: 9.4 x 7.5 x 0.8 inches
  • Shipping Weight: 13.6 ounces
  • Average Customer Review: 3.5 out of 5 stars  See all reviews (21 customer reviews)
  • Amazon Best Sellers Rank: #835,822 in Books (See Top 100 in Books)

Editorial Reviews

About the Author

Terry Borst is a Writers Guild of America member with credits in feature films, episodic television, and videogames, including the award-winning WING COMMANDER III and WING COMMANDER IV, and Microsoft's space adventure game FREELANCER. He has also taught screenwriting and multimedia design at UCLA, USC, the College of Santa Fe, the Banff Centre for the Arts, Moorpark College and various conferences and workshops.

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Customer Reviews

As a professional video game developer, I was curious about this book.
Michael G. Lustig
If it's difficult to make money with indie titles, perhaps the book could have focused on how to increase one's chances of doing just that!
Rob S.
You can't really blame me there, with the title it has, I doubt I'll be the last person disappointed by it.
Marshall W. Carter

Most Helpful Customer Reviews

4 of 4 people found the following review helpful By ut158 TOP 1000 REVIEWERVINE VOICE on July 22, 2010
Format: Paperback Vine Customer Review of Free Product ( What's this? )
First of all, allow me to add my voice to the other reviews on this product that suggest that "End-to-End Game Development" is the wrong title for this book. "Building a Game Developing Company" would be much more appropriate. I won't dwell on that, though, since so many other people have said the same thing.

The other criticism I have is that for a good part of the beginning of the book, the author defines the nomenclature that he will be using throughout the book. Then he defines it again. ...and again ...and again... um... OK, once was enough, alright?

There are amusing parts here and there--the tid bit about the history of lawyers gave me a good chuckle, for example, but overall, I wouldn't recommend this book. ...unless you wanted to start a gaming company :)
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7 of 9 people found the following review helpful By Dan McKinnon VINE VOICE on May 21, 2010
Format: Paperback Vine Customer Review of Free Product ( What's this? )
The way 'End-to-End Game Development: Creating Independent Serious Games and Simulations from Start to Finish' was written is simply not the way that I feel this book should have been undertaken. For subject matter such as this, an example project should have been devised, and the book should have gone through the steps to do exactly what the title says. Show the starting point of how an idea was created, and the steps it goes through to get from point A to point Z. Instead of doing this, the authors use a variety of examples throughout, with scattered content and scattered results.

This approach might work for talking about a programming language, but I really think it's haphazard way of doing things here.

I simply cannot recommend this book.

**
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3 of 4 people found the following review helpful By Trevor Burnham VINE VOICE on May 3, 2010
Format: Paperback Vine Customer Review of Free Product ( What's this? )
End-to-End Game Development seems to be aimed at people who want to manage a serious game project (where "serious game" essentially means "used for training"), but who don't have a strong technical background. Since the title uses the phrase "game development," you might think it's aimed at developers. Not at all. A better title would be "Managing a Serious Game Project."

The ideal audience for this book is someone who has a grant to develop some kind of training game and has never played a game before in their life. Personally, I'm a programmer, and I've played a fair number of games. I also run a business and have an academic background (I even took a graduate-level course called "Videogames and Learning"), so it's not that I don't care about the marketing of games or the psychology behind them; it's that those areas are presented in an exceptionally turgid way here. Let me give an example: Chapter 17 is entitled "The Concept Document." OK, I don't care about concept documents, but maybe you do. But do you really need paragraphs like:

"You may generate several different concepts and need a one-page concept document for each. Compare-and-contrast was a good exercise back in high school, and generating multiple concepts may be a way to sift through different approaches and arrive at the best one."

To be fair, the chapter is only 12 pages long. 4 of those pages are a real example of a concept document (for a firefighter training game), which is useful. It's the other 8 pages that annoy me. And every chapter is like that. Chapter 19 is dedicated to "Development and Delivery Platforms," giving pros and cons for each major console (and some minor ones) of the last decade.
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Format: Paperback Vine Customer Review of Free Product ( What's this? )
I was pleasantly surprised with this volume as it’s a cut above the typical effort. It’s nicely organized with a pleasant graphic layout. The illustrations are well done and presented in an easily comprehensible manner. The book is both accessible and extremely comprehensive. The writing style is both precise and engaging, and that is probably the biggest surprise of all, as many writers find it difficult to be both. Recommended!
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2 of 3 people found the following review helpful By Patrick Regan VINE VOICE on July 21, 2010
Format: Paperback Vine Customer Review of Free Product ( What's this? )
End-to-end Game Development guides the reader through the many aspects involved in the creation of serious games. The types of serious games focused on are educational games and adver-games. The author very meticulously details every aspect of game design from hiring, to details of contracts, to working with clients, to aspects of educational theory, to a run down of the pros and cons of the various platforms a developer might want to work on. The author clearly knows what he is doing; the level of detail of the presentation is exceptional. This author does not gloss over details! I really liked this book and found every aspect of it was of equal quality. I feel that I came away with a solid understanding of serious game design and also developed more of an interest in this aspect of game development. If you are interested in the field of serious games, and you are ready to sit down to a detail oriented read, then this book is for you.
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By Stanley Bunson on March 4, 2013
Format: Paperback Verified Purchase
this books provided the details that I needed for my research. Colleagues of mine are borrowing it from me for thier work.
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Format: Paperback Vine Customer Review of Free Product ( What's this? )
I guess this offer is on a quest to change what it means. Save yourself the trouble even if this book was about game development the author lacks the a real purpose with where he's taking this book from the get-go and it really just feels like a rush job. I somewhat wonder if the naming oddity was something done by the author or his publisher to try and rack up sales but in this day and age you can't just trick someone with a fancy title.

Save yourself the money and just go on game sutra and read real game case studies from companies. This book isn't worth the paper it's printed on, avoid.
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