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Producing Games: From Business and Budgets to Creativity and Design 1st Edición
Opciones de compra y productos Add-on
Master the secrets behind video game production - from concept to completion - with these comprehensive tips and tricks from two accomplished, working game producers. Discover how to lead a team, communicate effectively, budget, schedule, staff, and design quality next-generation games. Producing Games walks you through every stage of the production process with a focus on the part the producer plays at each phase.
- ISBN-100240810708
- ISBN-13978-0240810706
- Edición1er
- Fecha de publicación27 Agosto 2009
- IdiomaInglés
- Dimensiones7.52 x 0.69 x 9.25 pulgadas
- Número de páginas304 páginas
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Opiniones editoriales
Críticas
"This book is a must-have in any game producer's library. Its in-depth coverage of game producing is invaluable insight for anyone entering the profession--and for those game producers already in the industry, it's a great reminder of how to take a game to the next level." --Kevin A. Brown, Art Development manager, Sony Computer Entertainment of America
"Whether you are a current or aspiring video game Producer or simply a student of the games industry, Producing Games is for you. Full of valuable information and advice from experienced industry insiders, this book is definitely worth your time."--Troy Dunniway, President & CCO, Dunniway Design
Biografía del autor
D.S has worked with some of the industry giants in everything from production and design, to marketing and PR, and he has been credited in more than 50 games. He runs the Classic Video Game section of About.com.
Sergio A. Bustamante II is currently producing, developing, and designing games for Brash Entertainment. Brash is a new publisher focused in on developing great games based on film IP. Currently, he is working on three unannounced titles, with some AAA developers, that will hit the store shelves in 2009 - 2010.
Prior to Brash Entertainment, he was at EA-Tiburon for two years working on Superman Returns and working in their external developers group. Before that, he was at Treyarch for almost 5 years as an Audio Director and Producer involved in hit titles like Spider-Man: The Movie Game, Spider-Man 2, NHL 2K2, NHL 2K3, and Draconus: Cult of the Wyrm.
Sergio is a veteran of the industry and has been involved in it for 14 years.
Detalles del producto
- Editorial : Routledge; 1er edición (27 Agosto 2009)
- Idioma : Inglés
- Tapa blanda : 304 páginas
- ISBN-10 : 0240810708
- ISBN-13 : 978-0240810706
- Dimensiones : 7.52 x 0.69 x 9.25 pulgadas
- Clasificación en los más vendidos de Amazon: nº4,241,132 en Libros (Ver el Top 100 en Libros)
- nº888 en Diseño de Juegos de Video y Computadora
- nº1,178 en Producción de Video Digital
- nº1,454 en Gráficos y Visualización
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Who is this book for?
I would recommend this book for high school students or first year college students. For those interested in game production with very little professional experience, this book provides a very good outline. For anyone else, look for something a bit more in-depth.
Of course, there have been podcasts, interviews on television or online of how to break into the industry and for the most part, most answer in a similar situation - start out as a game tester! In other words, start from the bottom where you would make near $10 or a little more (or less) and hopefully get noticed and move up in the ranks of the industry. Sounds easy but in truth, as many of my cohorts who have done so, sometimes you get lucky but when times are bad, your job is never as a game tester is never secure.
But what about the big jobs as a producer. The ones that we seen interviewed on "X-Play" or some video game show. Who are these people. How did they get there? What do they do?
Fortunately, Focal Press has those answers in their book "Producing Games: From Business and Budgets to Creativity and Design" by D.S. Cohen and Sergio A. Bustamante II.
Both writers break the book down in the following chapters:
I. Section One: What is a Video Game Producer
1. Producer Primer - What a producer manages, why become a producer, how to become a producer
2. Producing at a Developer - The Schedule, development budget, pitching ideas, representing the team, managing milestone submissions
3. Producing at a Publisher - Managing schedules, budgets, milestones, approvals, testing, support, stakeholders and more.
4. Producer Roles - Executive Producer, Senior Producer, Producer, Associate Producer and more.
5. Size and Scope: Large vs. Small, Licensed vs. Original - Team sizes, small and big budgets, long vs. short schedules, etc.
6. Producing Skills: Managing a game, Key Skills of a Producer
7. Tools of the Trade - Software Solutions, 3-D Graphics and Modeling Packages
II. Section Two: The Process in a Nutshell
1. The History of Game Development
2. Game Project Lifecycle Overview - Concept Phase through the Pre-Alpha and Release Candidate
3. The Development Team - The various roles involved in development
4. The Publishing Team - The various roles in publishing
5. Publishing Selecting Developers - Projects that start with the publisher, finding a developer and more.
III. Section Three: Scheduling and Structure
1. Scheduling and Structure - Schedules, Troubleshooting, needs of departments and more.
2. Development Plan Management - Tasking the project, delegation and more.
3. Budget Management - Creating a project budget, where to cut corners and more.
4. The Milestone Schedule - Creating and managing a milestone schedule
5. Pipelines - Examples, pods and cross-disciplinary teams and more.
IV. Section Four: Managing Your Project, Your Team, Your Time and Yourself
1. Being an Organized Producer - Organizational duties
2. Reviews and Approvals - Approving Pipeline, Forms and more.
3. Meetings
4. Managing and Supporting Multiple Projects
5. Staffing
6. Technology: What Ever Producer Should Know
7. External Management (Publisher)
V: Section Five: Concept Phase
1. What You Hope to Achieve at Concept
2. The Producer's role at the Concept Stage
3. The Creative at the Concept Stage: The Evolution
4. Concept Risk Management
VI: Section Six: Pre-Production
1. Looking Ahead - Planning, design, prototype phases
2. What You Hope to Achieve in Pre-Production
3. The Producer's Role at Pre-Production
4. The Game Design Doc
5. Tech, Art and Sound Design Docs
6. The Tech Side at Pre-Production
7. Proof of Concepts, Target Renders, and Prototypes
8. Risk Management: What Can Go Wrong at Pre-Production
VII: Section Seven: The Production Phase
1. What Are Your goals for the Production Phase
2. Builds and the Build Process
3. The Quality Assurance (QA) Process
4. Localization
5. Risk Management During Production
VIII: Section Eight: Crunch Mode
1. What is the Goal at the End of Production
2. Game Ratings: The ESRB and You
3. First-Party Submissions
IX: Section Nine: Post-Production
1. Producer Role During Post-Production Phase
2. Archiving
3. Postmortem
Overall, "Producing Games: From Business and Budgets to Creativity and Design" is a pretty in-depth book for those seriously wanting to get into the video game industry. D.S. Cohen who has over ten years experience has worked on over 50 current and next-gen console video games. Sergio Bustamante has worked in the industry for 16 years and has worked at Activision/Treyarch, EA/Tiburon and Brash Entertainment. Both men do a pretty thorough job in showing that the job is not easy and takes a lot of persistence, person willing to accept the stress and challenges and to be on schedule, to work around the budget and overall being mindful of the people of the various departments.
The good thing is that they do show the various roles of the video game industry and what people do. So, this is book is also a good way to figure out where you think your talent lies and work to that career goal.
Again, if you are wanting to seriously get into the industry, this is one book that is a valuable resource and worth the purchase!
It now makes the book look like an old out of date textbook manual, rather than presenting itself as it should. A book about one of the most flourishing economical sects in the entertainment industry.
The information in this book is targeted for Beginners and Intermediates. The language is pretty friendly so if you're new to the industry you're not going to get lost.
The book goes into key terms such as roles. What is a Producer and what does he/she do. There are even different kinds of producers involved in games such as a Cinematic Producer and Licensing Producer, than just being an Associate and Excecutive producter. The book then goes through the rundown at developing a game. It also talks about who to look for to fill out roles when you decide on the kind of game you want and production run (as in how long it should take to develop the game). You also get a small primer on the history of developing games. After all this isn't PONG but extremely detailed games and environments making believable or realistic characters. There are other factors you need to know such as the companies you'll be developing the platform for and other factors that can help or hinder you in game development - such as investors, and timing and budgeting.
Once again this book isn't an extremely hard read and the sections are pretty well organized....but that black and white decision....that I think will hurt more than help attract user interested in game development and may just pick up another book on a shelf that attracts the consumer more.
