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End-to-End Game Development: Creating Independent Serious Games and Simulations from Start to Finish 1st Edition

3.4 out of 5 stars 19 customer reviews
ISBN-13: 978-0240811796
ISBN-10: 0240811798
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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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Product Details

  • Paperback: 381 pages
  • Publisher: Focal Press; 1 edition (December 3, 2009)
  • Language: English
  • ISBN-10: 0240811798
  • ISBN-13: 978-0240811796
  • Product Dimensions: 7.4 x 0.8 x 9.6 inches
  • Shipping Weight: 13.6 ounces
  • Average Customer Review: 3.4 out of 5 stars  See all reviews (19 customer reviews)
  • Amazon Best Sellers Rank: #2,473,983 in Books (See Top 100 in Books)

Customer Reviews

Top Customer Reviews

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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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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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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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 interested in the process from beginning to end, and this book is a great learning guide. It has more info than you'll ever need, but is a good one to reach for. Needs to be in the library of anyone interested in game development.
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Format: Paperback
I can't say enough good things about this book, but the complaints of some other reviewers are correct--it is *not* for someone to learn game development who does not already have a background. What it is terrific for is someone who already knows game development from the "traditional" entertainment side and wants to get into and/or understand how the development of serious games is related and different (mostly a superset).

I am currently using the book in my upper-level elective course on Serious Games in the Interactive Media and Game Development Program at Worcester Polytechnic Institute. The students in the course have already been studying and doing game development for several years.

The book is unusually comprehensive (really "end to end"), very readable and well organized. I looked at a lot of books for this course and this one is by far the best.

Dr. Charles Rich, Professor of Computer Science
Interactive Media and Game Development
Worcester Polytechnic Institute, Fuller Laboratories B25b
100 Institute Road, Worcester, MA 01609-2280

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