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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: 0.8 x 7.5 x 9.5 inches
  • Shipping Weight: 13.6 ounces
  • Average Customer Review: 3.5 out of 5 stars  See all reviews (20 customer reviews)
  • Amazon Best Sellers Rank: #2,819,201 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

"Building a Game Developing Company" would be much more appropriate.
ut158
This is NOT publishing video games for dummies, this is a serious no nonsense guide to creating a full fledged game from a business perspective game development book.
T. Paslay
I do not see it as a textbook for a class on the subject but more as what I just stated a reference book for filling in what is missing in the text or lectures.
Professor Emeritus P. Bagnolo

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? )
End-to-End Game Development: Creating Independent Serious Games and Simulations from Start to Finish
This review is from: End-to-End Game Development: Creating Independent Serious Games and Simulations from Start to Finish (Paperback)
I wanted to read this book because I have designed several games and systems for role games for Higher Education and industry, namely some for trade union use. I have recently, after a long stretch of disinterest on my part, been asked to present a few ideas. Being out of practice, I decided to kill two birds with one stone, by ordering END TO END GAME DEVELOPMENT End-to-End Game Development: Creating Independent "Serious Games"* and Simulations from Start to Finish, as one of my Vine Program choices. I was in for a huge surprise if not shock.

This book is about Interactive, electronic, Platform, video, digital, "Serious"* and other 21st century game types. This is for me, virgin territory, since I have designed only board and behavioral learning games, so I found it interesting.

The book is 7 1/2" x 9 1/2" x 3/4" and 360 pages packed with tirelessly, detailed scientific, legal and strategic/tactical details. It was much like taking a class in a subject of which you were completely ignorant, (which I was) and exiting with a great appreciation for, and a complete understanding of what it takes to steer a team of designers to create incredibly complex games.

It claims to, offer, "...A time tested, systematic approach to the conceptualization, development, production and roll-out of a Serious game or simulation." However, it is not the single, stand alone, perfect learning tool for several types of game development.
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