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The Game Asset Pipeline (Game Development Series) Paperback – September 3, 2004
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1 Introduction 2 Where Do Assets Come From? 3 A High-Level View of Asset Management 4 Building an Asset Management System 5 Texture and Image Processing 6 Geometry Processing 7 Audio and Video Processing 8 Environment Processing 9 Managing Asset Processing 10 Final Data
About the Author
Ben Carter (Guildford, England) has been writing about the games industry and other topics since 1995. His articles have appeared in magazines and newspapers, including Edge, Super Play, The Irish Times, G4 Ireland, Manga Max, Game Developer, Develop, and CTW. He has also contributed to the Eurogamer Web site and was a speaker at ECTS/GDC Europe 2003. Since 1997, he has been working in various areas of game development, most recently as an engine/technology programmer on titles including Battle Engine Aquila and Harry Potter and the Prisoner of Azkaban.
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