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Game Architecture and Design, w. CD-ROM
 
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Game Architecture and Design, w. CD-ROM [Illustriert] (Taschenbuch)

von Andrew Rollings (Autor), Dave Morris (Autor)
4.5 von 5 Sternen  Alle Rezensionen anzeigen (36 Kundenrezensionen)

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Produktinformation

  • Taschenbuch: 742 Seiten
  • Verlag: B&T; Auflage: Pap/Cdr (5. November 1999)
  • Sprache: Englisch
  • ISBN-10: 1576104257
  • ISBN-13: 978-1576104255
  • Größe und/oder Gewicht: 23,1 x 18,8 x 4,8 cm
  • Durchschnittliche Kundenbewertung: 4.5 von 5 Sternen  Alle Rezensionen anzeigen (36 Kundenrezensionen)
  • Amazon.de Verkaufsrang: Nr. 415.501 in Englische Bücher (Die Bestseller Englische Bücher)

Produktbeschreibungen

Amazon.co.uk

With plenty of detail drawn from the trenches of actual projects, Game Architecture and Design makes a compelling case that game developers should adopt some of the same software management strategies used by other computer companies. This provocative title is sure to be of interest to any programmer or manager who works in the gaming industry.

This book stands out with its real-world perspective on the video game business. Its authors share dozens of case studies and anecdotes from the field, including some behind-the-scenes details on some well-known recent titles. Besides notable successes, there are plenty of stories of what can go wrong. (One of the most entertaining sections here presents interviews with game industry experts, who universally argue against formal software process while describing the many problems of writing games.) This text succeeds in showing that long hours, missed deadlines and mediocre software may be the result of sloppy (or non-existent) design and management techniques and a "hacker" mentality on the part of programmers.

Besides a diagnosis of what doesn't work, the authors offer several potential cures. They show that proper design, planning and project management (used in mainstream business computing) can improve gaming software. The authors predict that in the future, "software factories" will use third party engines, re-usable objects and other tools, along with team organisation and management, to create better games.

After showing off the steps needed for designing and developing game software successfully, the authors also provide a full-fledged example(using DirectX and C++) to help get you started. Anyone who wants a glimpse into the often disordered world of game development--and advice that can help bring some order to the chaos--should read this intelligent and provocatively argued book, which challenges conventional thinking on the best way to develop entertainment software. --Richard Dragan, Amazon.com

Amazon.com

Game Architecture and Design, addressing itself to industry programmers and managers, makes a compelling case that game developers should manage software the same way the other computer companies do it--even though they may not want to hear it.

This book's real-world perspective on the video game business makes it a standout, and its dozens of case studies and anecdotes from the field, including behind-the-scenes details on some well-known recent titles, are particularly valuable. Besides notable successes, there are plenty of stories of what can go wrong. One of the most entertaining sections features interviews with game industry experts who universally argue against a formal software process while describing the many problems inherent in writing games. The text replies convincingly that long hours, missed deadlines, and mediocre software grow out of sloppy (or non-existent) design and management techniques and a hacker mentality on the part of programmers.

Besides a diagnosis of what doesn't work, the book suggests several cures, including proper design, planning, and project management (used in mainstream business computing). The authors predict that in the future, "software factories" will use third-party engines, reusable objects, and other tools--along with team organization and management--to create better games.

After listing the steps for designing and developing game software successfully, a full-fledged example (using DirectX and C++) helps get you started. If you want a glimpse of the often disordered world of game development--and advice that can bring some order to the chaos--you should read this intelligent and well-argued book. --Richard Dragan

Topics covered: Software design and management techniques for game development, gameplay and playability, game specifications, design documents, game balance, look and feel, storytelling, the game business vs. the movie business, history of video games, future predictions and trends, team management, problem developer personalities, best practices, software factories for games, milestones, implementing software process, risk management, reusability, patterns for gamers, DirectX, game engines, tips for prototyping, coding, testing and deployment, case studies, sample game design documents, and code.


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Durchschnittliche Kundenbewertung
4.5 von 5 Sternen (36 Kundenrezensionen)
 
 
 
 
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Die hilfreichsten Kundenrezensionen

 
1 von 1 Kunden fanden die folgende Rezension hilfreich:
5.0 von 5 Sternen It's like a Masters Degree in Game Design +20 yrs Experience, 24. Februar 2000
I am a QA Tester, RPG DM/GM, and game design consultant. This book is great, but don't take my word for it alone. Look at these other stars man! In a nutshell this tomb uses case studies to emphasize points, and the points are detailed and listed like a text book. It's easy to read, full of useful details and vocabulary, and it actually has helped me immensely organize my game design philosophy. It covers Spec Writing, and the many stages of project developement. That is a huge book; if you don't know this stuff you need this book! But only if your serious, and want to read. Granted, it can be very funny as well~I found myself laughing at the case studies several times. Finally, I am using this book to finish my Masters (MBA) Thesis project ... because this book rocks, and it is the most professional omnibus I have found on the subject of Game Design.
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1 von 1 Kunden fanden die folgende Rezension hilfreich:
5.0 von 5 Sternen Excellent book, goes beyond hacking, 15. Dezember 1999
Von Ein Kunde
** This is not a code-monkey book. ** If you're trying to figure out C++ inheritance or Direct 3D, you've got the wrong book.

This is a book that goes above and beyond the simple act of coding a game. It dares to say that there is more to writing a game than sitting down and hacking something out in an hour. The book makes the revolutionary statement that software design should be a professional undertaking, not just something on a napkin.

There are excellent articles on game theory, design strategies, and gameplay balancing that I have never seen in another game book. I have bought a lot of game programming books along with software methodology books, and I rank this one as one of the best in both categories. It is definitely the only game design book I have found that is deserves that title.

Yes, the book does include a section on managing a team...let me tell you, a lot of so-called managers could use to read this section. And personally, if "Joe Programmer" is so offended by that section, I hope to never have to work with him.

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2 von 4 Kunden fanden die folgende Rezension hilfreich:
2.0 von 5 Sternen Somewhat intersting, 18. September 2000
Von Ein Kunde
The first 3rd of the book was intersting because it dealt with game play. The rest of the book was a rehash of project management material. If you already know about project management then go look for a book on game design because other books cover Project management better.
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Die neuesten Kundenrezensionen

3.0 von 5 Sternen An ocean of information - but only knee-deep
This book is a little unusual in that it claims to cover very technical topics while reading more like a light novel. Lesen Sie weiter...
Vor 25 Tagen von Sören Meyer-Eppler veröffentlicht

5.0 von 5 Sternen This book is required reading
I can do more than recommend this book; I've made it the required text for a series of courses that I teach on Computer Game Design at a Midwestern U.S. University. Lesen Sie weiter...
Veröffentlicht am 31. Juli 2000 von Ezra Sidran

5.0 von 5 Sternen Get It, Read It
If this book has a weak point it is in the first Appendix, the Sample Design Documents. You really have to put your thinking cap on while studying them. Lesen Sie weiter...
Veröffentlicht am 25. Juli 2000 von James Daniel

5.0 von 5 Sternen Excellent book
I completely disagree with the reviewer who says the book is too long and badly written. It's one of the clearest and most readable "technical" books I have read. Lesen Sie weiter...
Veröffentlicht am 5. Juli 2000 von Daniel Motson

3.0 von 5 Sternen Too long
Sloppily written, repetitious, too many unsupported opinions, too many loose facts, and far too long. Lesen Sie weiter...
Veröffentlicht am 30. Juni 2000 von Ola Olsson

5.0 von 5 Sternen An excellent book
All games companies should have a copy of this book which will help them superate the difficulties of creating a quality game. Lesen Sie weiter...
Veröffentlicht am 28. Juni 2000 von Marcos Romero

1.0 von 5 Sternen An Excellent Title for the game designer
A large, highly encompassing tome, this book covers an enormous amount of material. If you've ever wondered about some of the more fundamental pieces of game design, or never... Lesen Sie weiter...
Veröffentlicht am 26. Juni 2000 von Andrew C Kirby

5.0 von 5 Sternen Very Solid Stuff
The game design chapters are all very insightful, and generally accurate, with good anecdotes.

Most of the rest of the book has a lot of normal business management/team... Lesen Sie weiter...

Veröffentlicht am 8. Juni 2000 von T Cadwell

5.0 von 5 Sternen One of a Kind
It is not often that a well-written book is published that focuses on all aspects of game development, and the ones that do usually do not allow enough space to go into detail... Lesen Sie weiter...
Veröffentlicht am 18. Mai 2000 von Keith Minor

5.0 von 5 Sternen Getting it right
A programmer for 30 years I would rate this book with 4.7 stars.

I liked the organization and the real-world experience it demonstrates. Lesen Sie weiter...

Veröffentlicht am 15. Mai 2000 von Bill Walton

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