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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 (20 customer reviews)
  • Amazon Best Sellers Rank: #1,370,019 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
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
If you're developing a game of any kind, the one book I would strongly recommend is the Game Design Workshop.
Trevor Burnham

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? )
Being a digital artist and having a BFA in Game Development, I try to stay current on industry trends, techniques and the general state of the market. When I saw this on my Amazon Vine newsletter I thought it'd be interesting to read through and maybe pick up a thing or two.

What I got borders on overwhelming. 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. The authors do a great job presenting the material in a step by step fashion that will guarantee success if you have the drive to really put out your own game.

Honestly, I was looking for more of a publish your own Indy title type book and I felt this was more of a "so you want to start your own AAA game development studio". There is absolutely nothing wrong with that and honestly it's more my fault for not reading the product description thoroughly. It's definitely for the serious game developer crowd, not so much the hobbiest.

If you ARE looking to start your own game development studio and really hit the ground running, I think this book would be a wealth of knowledge and a great resource.
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Format: Paperback Vine Customer Review of Free Product ( What's this? )
I must admit I picked this book because of the title rather than reading the description. I expected a book on game development and this is not the case.

This book is more of a basic overview of what is involved with setting up and running a game development project and or company. The information is not technical and might annoy a reader who is in the gaming industry. If you have wondered what's involved with game production, you might find it useful as the book does mention many aspects of the process of concept to delivery. Though I might warn a person can get bored with some of the chapters especially if they are not interested in the topic.

There is a website for the book. It looks new and it has the potential to be useful. There are more links for suggested tools, etc. However, they really don't describe the pros and cons like what was done in the book.

Overall, it's not a bad book and again I found its approach to be more of an overview rather than a "howto" manual.
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