From what I've read so far it seams to be a very good, very detailed book. my only concern is about the age of the book. it was written as the PS3 console was just being released, so if you are wanting more recent material you might want to look for addition books. With that one exception, it is an expansive book and I would definitely recommend it. Especial considering you can get it for around $7.00 used!
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Introduction to Game Development (Game Development Series) 1st Edition
by
Steve Rabin
(Author)
There is a newer edition of this item:
Based on the curriculum guidelines of the IGDA, Introduction to Game Development is the first book to survey all aspects of the theory and practice of game development, design, and production. The book, which might be used as a text for introductory courses or as a comprehensive reference for game developers and designers, is divided into seven independent parts: Critical Game Studies, Game Design, Game Programming (Languages and Architecture), Game Programming (Mathematics, Collision Detection, and Physics), Game Programming (Graphics, Animation, Artificial Intelligence, Audio, and Networking), Audio Visual Design and Production, and Game Production and the Business of Games. Twenty-seven of the leading game developers, programmers, and designers have contributed chapters that discuss state of the art principles and techniques from the game development industry. The accompanying CD-ROM covers tutorials, animations, images, demos, source code, and Microsoft PowerPoint lecture slides that reinforce the concepts presented in the book. This is a must-have resource for anyone looking to understand the entire game development process.
- ISBN-101584503777
- ISBN-13978-1584503774
- Edition1st
- PublisherCengage Learning
- Publication dateJune 14, 2005
- LanguageEnglish
- Dimensions7.5 x 2 x 9.25 inches
- Print length1008 pages
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3.9 out of 5 stars
3.9 out of 5
15 global ratings
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Top reviews from the United States
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Reviewed in the United States on November 23, 2012
Reviewed in the United States on May 27, 2006
This is a good book introducing game programming. It is massive, trying to cover almost every essential aspect of game programming. This book would be a great supplemental text, along with another code specific book, for a two-semester game programming class. If you are a newbie looking for a quick way to learn basic game programming techniques on your own, this book is probaly not for you. (Not that there is truly a quick way.) It is a long read with little code. Let me make it clear this is a good book worth reading: it is just not the quick and dirty introduction that I was looking for. I suggest a step-by-step type book that offers a working game at the end, along with this book.
Reviewed in the United States on September 1, 2005
First of all, for those that think that this book is about game programming: it is not (just to let some of you guys warned).
Now... the book is VERY good for what it proposes itself: a introduction to the process of game development. Like stated on the book description ,it might be used as a text book for a introductory course. It covers all parts of the game development process, from designing to shipment, considering legal issues, such as IP, Copyrights and Trademarks, and development issues like engine programming, model creations, sound, etc.
The book is divided in seven parts:
Part 1 - Critical Game studies: This is an overview of the whole history and concept behind games. It covers the historic of games (where we came from, and to where are we going), social issues, and (my personal favorite) ludology for game development. This is a whole chapter dedicated to discuss what is fun, and how to achieve it. This chapter really made me think about a couple of things :).
Part 2 - Game Design: Expanding on the last chapter of part 1, here is explained HOW to make games fun. Issues like multiple choices, types of fun, characterization of games and such are all presented here.
Part 3 - Game programming: Languages and architecture: To me, this part didn't bring much new stuff (then again, i'm doing a PhD in computer science, so i have experience in programming). But i recognize some VERY interesting points, and possibilities shown in the first chapters. In special, the chapter that talks about Flash and Action script really got my attention.
The latter chapters about debugging, game architecture and memory I/O, are VERY interesting and offered me many insights about the game development process and needed technology.
Part 4 - Game programming: Math, Collision detection and Physics: Despite the title this part will not teach you how to implement these things in your game (well... not directly). This chapters will give a "brief" introduction about each of the topics mentioned. But be aware, while "introductory", some parts can get really complicated (like the physics part).
Part 5 - Game programming: Graphics, animation, AI, Audio and Networking: Again, lots of interesting stuff here. The chapter about graphics and animation really got me confused at some parts :)
The AI chapters are REALLY cool, and give you some interesting concepts. The only part of the book i think that lacks something is that chapter about networking: it just talks about architecture, no much about programming (but then again, i was already well versed in this topic).
Part 6 - Audio visual design and production: Ok, so we have programmers, but what about the rest?
This part describes lots of technics and areas of expertise that i didn't even know that existed :)
Musicians, composers, modelers, texturers... everything is described here.
Part 7 - Game production and the business of game: Another VERY interesting part. With tons of infos from the people already familiar with the industry. What is publisher, how to get one, why do your game costs 50 bucks when it goes to the shelves, what is Intellectual Property, how to assures yours, how to sell your game... everything is described here.
As you can see, this is book that covers a lot of ground. And one of its features that i find more interesting are the references in each chapter.
While the book just gives an introduction, the references allow the interested ones to go look in depth for a specific topic that might interest them.
Now... the book is VERY good for what it proposes itself: a introduction to the process of game development. Like stated on the book description ,it might be used as a text book for a introductory course. It covers all parts of the game development process, from designing to shipment, considering legal issues, such as IP, Copyrights and Trademarks, and development issues like engine programming, model creations, sound, etc.
The book is divided in seven parts:
Part 1 - Critical Game studies: This is an overview of the whole history and concept behind games. It covers the historic of games (where we came from, and to where are we going), social issues, and (my personal favorite) ludology for game development. This is a whole chapter dedicated to discuss what is fun, and how to achieve it. This chapter really made me think about a couple of things :).
Part 2 - Game Design: Expanding on the last chapter of part 1, here is explained HOW to make games fun. Issues like multiple choices, types of fun, characterization of games and such are all presented here.
Part 3 - Game programming: Languages and architecture: To me, this part didn't bring much new stuff (then again, i'm doing a PhD in computer science, so i have experience in programming). But i recognize some VERY interesting points, and possibilities shown in the first chapters. In special, the chapter that talks about Flash and Action script really got my attention.
The latter chapters about debugging, game architecture and memory I/O, are VERY interesting and offered me many insights about the game development process and needed technology.
Part 4 - Game programming: Math, Collision detection and Physics: Despite the title this part will not teach you how to implement these things in your game (well... not directly). This chapters will give a "brief" introduction about each of the topics mentioned. But be aware, while "introductory", some parts can get really complicated (like the physics part).
Part 5 - Game programming: Graphics, animation, AI, Audio and Networking: Again, lots of interesting stuff here. The chapter about graphics and animation really got me confused at some parts :)
The AI chapters are REALLY cool, and give you some interesting concepts. The only part of the book i think that lacks something is that chapter about networking: it just talks about architecture, no much about programming (but then again, i was already well versed in this topic).
Part 6 - Audio visual design and production: Ok, so we have programmers, but what about the rest?
This part describes lots of technics and areas of expertise that i didn't even know that existed :)
Musicians, composers, modelers, texturers... everything is described here.
Part 7 - Game production and the business of game: Another VERY interesting part. With tons of infos from the people already familiar with the industry. What is publisher, how to get one, why do your game costs 50 bucks when it goes to the shelves, what is Intellectual Property, how to assures yours, how to sell your game... everything is described here.
As you can see, this is book that covers a lot of ground. And one of its features that i find more interesting are the references in each chapter.
While the book just gives an introduction, the references allow the interested ones to go look in depth for a specific topic that might interest them.
Reviewed in the United States on August 9, 2006
The book only offers some insight into a realistic game production pipeline; it tries to cover subjects from "Fun" theory to BASIC to small Physics equations to Artistry.
As an introductory book it is -ok- in these respects; however, I just suppose I found myself disagreeing with alot of the subject matter that is presented. Especially when it came to the design section, they try to put in the "waterfall" flow of design into game design which just seems too counter productive to be a realistic methodology for developing a game. Especially if you're only an 'entry' level designer.
As an introductory book it is -ok- in these respects; however, I just suppose I found myself disagreeing with alot of the subject matter that is presented. Especially when it came to the design section, they try to put in the "waterfall" flow of design into game design which just seems too counter productive to be a realistic methodology for developing a game. Especially if you're only an 'entry' level designer.
Reviewed in the United States on July 8, 2005
This huge book is the best attempt yet to cover virtually all of game development while still maintaining the depth necessary to truly understand and appreciate the state of the art as it exists today. The book is based on the International Game Developers Association Curiculum Framework.
Steve Rabin, the editor of the book is a ten year vet in the game industry, and is currently a senior software engineer at Nintendo. He contacted twenty seven of the world's leading game developers, programmers, and designers to do chapters on their specialty. These are not professional writers, but are actively engaged in and work for some of the best known companies in the gaming business.
Game programming is nothing without movement, so the book almost had to contain a CD. On the CD are all the animations, documents, source code, demos, etc that are referenced in the chapters. In addition are the actual images being discussed in the text. Finally there is a PowerPoint presentation that complement each chapter.
This is perhaps the most complete book on gaming development that exists.
Steve Rabin, the editor of the book is a ten year vet in the game industry, and is currently a senior software engineer at Nintendo. He contacted twenty seven of the world's leading game developers, programmers, and designers to do chapters on their specialty. These are not professional writers, but are actively engaged in and work for some of the best known companies in the gaming business.
Game programming is nothing without movement, so the book almost had to contain a CD. On the CD are all the animations, documents, source code, demos, etc that are referenced in the chapters. In addition are the actual images being discussed in the text. Finally there is a PowerPoint presentation that complement each chapter.
This is perhaps the most complete book on gaming development that exists.
Reviewed in the United States on December 19, 2006
This is a very useful book with respect to tying the elements of a game together as well as giving a broad outline of game program flow. It highlights necessary business considerations toward completing the final product.
Sadly, as a programming book, it falls short of the mark with respect to teaching any programming code. It aludes to examples on the included CD but does not explain concepts covered in the code.
This book is useful to a person who already has a strong programming background who is looking for ways to tie things up and market their final product. For a person who is looking for a tutorial for programming games, I would look somewhere else.
Sadly, as a programming book, it falls short of the mark with respect to teaching any programming code. It aludes to examples on the included CD but does not explain concepts covered in the code.
This book is useful to a person who already has a strong programming background who is looking for ways to tie things up and market their final product. For a person who is looking for a tutorial for programming games, I would look somewhere else.
Top reviews from other countries
Roland White
4.0 out of 5 stars
Used, but works well
Reviewed in the United Kingdom on September 11, 2020
Was slightly damaged, but it is expected from a used book. The material itself is great
Roland White
Reviewed in the United Kingdom on September 11, 2020
Images in this review
さすらうTD
5.0 out of 5 stars
ゲーム制作のすべてを網羅した教科書
Reviewed in Japan on November 1, 2006
900ページ超というその重さに見合うだけの内容があります。
プログラム言語、プログラミング、CG、数学、物理、オーディオ、ネットワーク、AI、ビジネスとあらゆる分野を網羅し、しかもレベルの高い内容で纏められています。
当然、これを読めばただちにゲームが作れるというわけではありませんが、教科書として見ると大変よく出来ています。実際、大学での10週間のカリキュラムのテキストとして利用されることを想定しているようです。
洋書ではありますが、難しい言い回しが無いので単語さえ辞書で調べればさほど難しくなく読めると思います。このレベルの和書が是非欲しいものです。
プログラム言語、プログラミング、CG、数学、物理、オーディオ、ネットワーク、AI、ビジネスとあらゆる分野を網羅し、しかもレベルの高い内容で纏められています。
当然、これを読めばただちにゲームが作れるというわけではありませんが、教科書として見ると大変よく出来ています。実際、大学での10週間のカリキュラムのテキストとして利用されることを想定しているようです。
洋書ではありますが、難しい言い回しが無いので単語さえ辞書で調べればさほど難しくなく読めると思います。このレベルの和書が是非欲しいものです。
