The game production handbook / (Record no. 1252037)

MARC details
000 -LEADER
fixed length control field 11764cam a2200409 i 4500
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20221102163552.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 130107s2014 maua bf 001 0 eng d
010 ## - LIBRARY OF CONGRESS CONTROL NUMBER
LC control number 2012047543
011 ## - LINKING LIBRARY OF CONGRESS CONTROL NUMBER [OBSOLETE]
Local cataloguing issues note BIB MATCHES WORLDCAT
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 1449688098
Qualifying information pbk.
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9781449688097
Qualifying information pbk.
035 ## - SYSTEM CONTROL NUMBER
System control number (ATU)b12960366
035 ## - SYSTEM CONTROL NUMBER
System control number (OCoLC)823742103
040 ## - CATALOGING SOURCE
Original cataloging agency DLC
Language of cataloging eng
Description conventions rda
Transcribing agency DLC
Modifying agency YDX
-- OCLCO
-- YDXCP
-- OCLCQ
-- BWX
-- ATU
042 ## - AUTHENTICATION CODE
Authentication code pcc
050 00 - LIBRARY OF CONGRESS CALL NUMBER
Classification number QA76.76.C672
Item number C446 2014
082 00 - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number 794.81526
Edition number 23
100 1# - MAIN ENTRY--PERSONAL NAME
Personal name Chandler, Heather Maxwell,
Relator term author.
9 (RLIN) 830222
245 14 - TITLE STATEMENT
Title The game production handbook /
Statement of responsibility, etc. Heather Maxwell Chandler.
250 ## - EDITION STATEMENT
Edition statement Third edition.
264 #1 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE
Place of production, publication, distribution, manufacture Burlington, Mass. :
Name of producer, publisher, distributor, manufacturer Jones & Bartlett Learning,
Date of production, publication, distribution, manufacture, or copyright notice 2014.
300 ## - PHYSICAL DESCRIPTION
Extent xix, 462 pages :
Other physical details illustrations ;
Dimensions 23 cm.
336 ## - CONTENT TYPE
Content type term text
Content type code txt
Source rdacontent
337 ## - MEDIA TYPE
Media type term unmediated
Media type code n
Source rdamedia
338 ## - CARRIER TYPE
Carrier type term volume
Carrier type code nc
Source rdacarrier
490 1# - SERIES STATEMENT
Series statement Foundations of game development
504 ## - BIBLIOGRAPHY, ETC. NOTE
Bibliography, etc. note Includes bibliographical references and index.
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Machine generated contents note: pt. I General Production Overview -- ch. 1 Game Production Overview -- 1.1.Introduction -- 1.2.Production Cycle -- 1.3.Preproduction -- Game Concept -- Game Requirements -- Game Plan -- Preproduction Checklist -- 1.4.Production -- Plan Implementation -- Tracking Progress -- Task Completion -- Production Checklist -- 1.5.Testing -- Plan Validation -- Code Release -- Testing Checklist -- 1.6.Postproduction -- Learning from Experience -- Archiving the Plan -- Postproduction Checklist -- 1.7.Chapter Summary -- ch. 2 Roles on the Team -- 2.1.Introduction -- 2.2.Production -- Executive Producer -- Producer -- Associate Producer -- Background and Training -- 2.3.Art -- Art Director -- Lead Artist -- Concept Artist -- World Builder or Level Designer -- Asset Artist -- Animator -- Technical Artist -- Marketing Artist -- Background and Training -- 2.4.Engineering -- Technical Director -- Lead Engineer -- Engineer -- Background and Training -- 2.5.Design -- Creative Director -- Lead Designer -- Designer -- Writer -- Background and Training -- 2.6.Audio -- Sound Designer -- Composer -- Background and Training -- 2.7.Quality Assurance Testing -- Lead QA Tester -- QA Tester -- Background and Training -- 2.8.Team Organization -- 2.9.Corporate -- Marketing and Public Relations -- Creative Services -- Sales -- 2.10.Chapter Summary -- ch. 3 Project Management Methods -- 3.1.Introduction -- 3.2.Pros and Cons -- 3.3.Personal Software Process (PSP) -- 3.4.Scrum -- 3.5.Project Management Institute (PMI) -- 3.6.Chapter Summary -- pt. II Business Information -- ch. 4 Legal Information -- 4.1.Introduction -- 4.2.Intellectual Property Rights -- Legal Information -- Copyrights -- Trademarks -- Trade Secrets -- Patents -- 4.3.Legal Agreements -- Employee-Consultant Agreements -- Work for Hire -- Nondisclosure Agreements (NDAs) -- Development Contracts -- End User License Agreements (EULAs) -- Terms of Service (TOS) -- 4.4.Licenses -- 4.5.Chapter Summary -- ch. 5 Developer and Publisher Relationships -- 5.1.Introduction -- 5.2.Pitching a Game to a Publisher -- 5.3.Financing Options -- 5.4.Managing the Developer-Publisher Relationship -- Independent Developer -- Publisher-Owned Developer -- 5.5.Third-Party Game Approvals -- 5.6.Chapter Summary -- pt. III Managing People -- ch. 6 Hiring and Retaining Talent -- 6.1.Introduction -- 6.2.Hiring Talent -- Screening Resumes -- Interviewing Talent -- Providing Feedback -- 6.3.Retaining Talent -- 6.4.Training -- Game Development Resources -- Organizations -- Conferences and Trade Shows -- General Game Industry Information -- 6.5.Chapter Summary -- ch. 7 Teams -- 7.1.Introduction -- 7.2.Project Leadership -- 7.3.Picking Leads -- 7.4.Team Building -- Getting to Know Each Other -- Role Definition -- Cross-Training -- Seating Arrangements -- Team Meetings -- Team Website -- 7.5.Team Buy-In and Motivation -- Warning Signs -- Addressing the Warning Signs -- Showing Appreciation -- Sharing Vision -- Team Survey -- 7.6.Quality of Life -- 7.7.Chapter Summary -- ch. 8 Effective Communication -- 8.1.Introduction -- 8.2.Written Communication -- 8.3.Oral Communication -- 8.4.Nonverbal Communication -- 8.5.Establishing Communication Norms -- 8.6.Communication Challenges -- Resolving Conflict -- Consensus -- Delivering Bad News -- Giving Effective Feedback -- 8.7.Chapter Summary -- pt. IV Preproduction -- ch. 9 Game Concept -- 9.1.Introduction -- 9.2.Beginning the Process -- Brainstorming -- Initial Concept -- Genre -- Platform -- Revenue Model -- SWOT Analysis -- Competitive Analysis -- Approval -- 9.3.Define Concept -- Mission Statement -- Game Setting -- Gameplay Mechanics -- Story Synopsis -- Concept Art -- Audio Elements -- 9.4.Prototyping -- 9.5.Risk Analysis -- 9.6.Pitch Idea -- 9.7.Project Kick-Off -- 9.8.Concept Outline -- 9.9.Chapter Summary -- ch. 10 Game Requirements -- 10.1.Introduction -- 10.2.Define Game Features -- 10.3.Define Milestones and Deliverables -- 10.4.Evaluate Technology -- 10.5.Define Tools and Pipeline -- 10.6.Documentation -- Design -- Art -- Technical -- 10.7.Risk Analysis -- 10.8.Approval -- 10.9.Game Requirements Outline -- 10.10.Chapter Summary -- ch. 11 Game Plan -- 11.1.Introduction -- 11.2.Dependencies -- 11.3.Schedules -- Creating a Schedule -- Initial Schedule -- Work Breakdown Structure -- Detailed Schedule -- Tracking Tasks -- 11.4.Staffing -- 11.5.Budgets -- Creating a Budget -- Managing a Budget -- 11.6.Outsourcing -- 11.7.Middleware -- 11.8.Game Plan Outline -- 11.9.Chapter Summary -- pt. V Production -- ch. 12 Production Cycle -- 12.1.Introduction -- 12.2.Design Production Cycle -- 12.3.Art Production Cycle -- 12.4.Engineering Production Cycle -- 12.5.Working Together -- 12.6.Chapter Summary -- ch. 13 Production Techniques -- 13.1.Introduction -- 13.2.Getting a Project Back on Track -- 13.3.Project Reviews -- Conducting a Project Review -- Benefits -- 13.4.Critical Stage Analysis -- 13.5.Weekly Status Reports -- For the Development Team -- For Management -- 13.6.Running Meetings -- 13.7.Resource Allocation -- 13.8.Preventing Feature Creep -- Prioritizing Features -- Change Requests -- 13.9.Establishing Approval Processes -- Keep it Simple -- Define and Publish -- Centralize the Tracking -- 13.10.Task Forces or Strike Teams -- 13.11.Chapter Summary -- ch. 14 Making Builds -- 14.1.Introduction -- 14.2.Build Process -- Build Schedule -- Automated Builds -- 14.3.Multilingual Builds -- 14.4.Build Notes -- For the Development Team -- For Management -- For Marketing and PR -- 14.5.Preventing Piracy -- 14.6.Chapter Summary -- pt. VI Testing -- ch. 15 Testing -- 15.1.Introduction -- 15.2.Testing Schedule -- 15.3.Test Plans -- 15.4.Testing Pipeline -- Bug-Tracking Database -- Bug Definitions -- 15.5.Testing Cycle -- Writing Bugs -- Assigning and Closing Bugs -- Checking Technical Requirements -- 15.6.External Testing -- 15.7.Chapter Summary -- ch. 16 Code Releasing -- 16.1.Introduction -- 16.2.Determining Code Release -- 16.3.Code Release Checklist -- 16.4.Gold Masters -- 16.5.Chapter Summary -- pt. VII Postproduction -- ch. 17 Postmortems -- 17.1.Introduction -- 17.2.Purpose of a Postmortem -- 17.3.Conducting a Postmortem -- Involve the Entire Team -- Prepare for the Postmortem -- Maintain Focus -- 17.4.Lessons Learned Document -- 17.5.Chapter Summary -- ch. 18 Closing Kits -- 18.1.Introduction -- 18.2.Defining Closing Kits -- 18.3.Creating Closing Kits -- Assets -- Text Assets -- Voiceover Assets -- Art Assets -- Cinematic Assets -- Localization Assets -- Packaging Assets -- Tools -- Game Code -- Documentation -- Game Documentation -- Technical Guidelines -- General Product Information -- 18.4.Organizing Content -- 18.5.Finalizing Closing Kits -- 18.6.Closing Kit Checklist -- 18.7.Chapter Summary -- ch. 19 Software Ratings -- 19.1.Introduction -- 19.2.Software Age Ratings -- 19.3.ESRB (United States) -- 19.4.PEGI (Europe) -- 19.5.USK (Germany) -- 19.6.ACB (Australia) -- 19.7.CERO (Japan) -- 19.8.KMRB (Korea) -- 19.9.Chapter Summary -- ch. 20 Localization -- 20.1.Introduction -- 20.2.Creating International Content -- 20.3.Localization-Friendly Code -- Language Assets -- Text Assets -- Art Assets -- Voiceover Assets -- International Characters and Fonts -- User Interface -- Keyboard Input -- PAL Versus NTSC -- Other Technical Considerations -- 20.4.Level of Localization -- 20.5.Localization Plan -- 20.6.Organizing Assets for Translation -- 20.7.Integrating Translated Assets -- 20.8.Testing -- Functionality Testing -- Linguistic Testing -- 20.9.Third-Party Submission -- 20.10.Localization Checklist -- 20.11.Chapter Summary -- ch. 21 Voiceover -- 21.1.Introduction -- 21.2.Planning for Voiceover -- Voiceover Design -- Technical Considerations -- 21.3.Choosing a Sound Studio -- 21.4.Bid Packages -- 21.5.Casting Actors -- Union Versus Nonunion -- Celebrity Voices -- Preparing Character Descriptions -- Auditions -- Selecting and Booking Actors -- 21.6.Recording Voiceover -- Preparing for a Recording Session -- Directing Actors -- Selecting Takes -- Audio Deliverables -- 21.7.Voiceover Checklist -- 21.8.Chapter Summary -- ch. 22 Music -- 22.1.Introduction -- 22.2.Planning for Music -- Music Design -- Technical Considerations -- Schedule and Staffing -- Bid Packages -- 22.3.Working with a Composer -- 22.4.Licensing Music -- 22.5.Chapter Summary -- ch. 23 Motion Capture -- 23.1.Introduction -- 23.2.Planning for Motion Capture -- Motion Capture Requirements -- Motion Capture Shot List -- Schedule -- 23.3.Working with a Motion Capture Studio -- 23.4.Bid Packages -- 23.5.Preparing for a Motion Capture Shoot -- 23.6.Motion Capture Checklist -- 23.7.Chapter Summary -- ch. 24 Marketing and Public Relations -- 24.1.Introduction -- 24.2.Working with Marketing -- Development Milestone Schedule -- Game Documentation -- Focus Groups -- 24.3.Packaging -- Manuals -- Box Art -- Keyboard Reference Cards -- 24.4.Demos -- Planning for a Demo -- Console Demos -- Localized Demos -- 24.5.Marketing Assets -- 24.6.Game Builds -- Working with Public Relations -- Press Tours -- Interviews -- Developer Diaries -- Tradeshows -- 24.7.Asset Deliverable Checklist -- 24.8.Chapter Summary -- Appendix A Case Study -- Game Production Cycle -- A.1.Introduction -- A.2.Preproduction Phase -- A.2.1.Concept -- A.2.2.Define Concept -- A.2.3.Define Requirements -- A.2.4.Create Game Plan -- A.2.5.Completing Preproduction -- A.3.Technical Production -- A.3.1.Voiceover -- A.3.2.Music -- A.3.3.Motion Capture -- A.3.4.Marketing and PR -- A.4.Production -- A.4.1.Production Cycle -- A.4.2.Build Process -- A.4.3.Localization -- A.4.4.Production Scenarios -- A.4.5.Completing Production -- A.5.Testing Phase -- A.5.1.Testing -- A.5.2.Code Release Candidate -- A.5.3.Completing Testing -- A.6.Postproduction Phase -- A.6.1.Postmortem -- A.6.2.Closing Kit -- A.6.3.Completing Postproduction -- Appendix B Glossary -- Appendix C Resources -- Books -- Articles -- Websites -- Appendix D Biographies --
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Note continued: James Barrell -- Tom Buscaglia -- Melanie Cambron -- Carey Chico -- Don Daglow -- Stephanie O'Malley Deming -- Tracy Fullerton -- Karin Groepper -- Lee Jacobson -- Clinton Keith -- Jeff Matsushita -- Jay Powell -- Amanda Rubright -- Tobi Saulnier -- Tom Sloper -- Wade Tinney.
588 ## - SOURCE OF DESCRIPTION NOTE
Source of description note Machine converted from AACR2 source record.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Computer games
General subdivision Programming
Form subdivision Handbooks, manuals, etc.
9 (RLIN) 617882
830 #0 - SERIES ADDED ENTRY--UNIFORM TITLE
Uniform title Foundations of game development.
9 (RLIN) 830226
907 ## - LOCAL DATA ELEMENT G, LDG (RLIN)
a .b12960366
b 11-07-17
c 28-10-15
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Koha item type Book
945 ## - LOCAL PROCESSING INFORMATION (OCLC)
a 794.81526 CHA
g 1
i A480362B
j 0
l cmain
o -
p $90.27
q -
r -
s -
t 0
u 5
v 1
w 0
x 1
y .i13328967
z 29-10-15
998 ## - LOCAL CONTROL INFORMATION (RLIN)
-- b
-- c
Operator's initials, OID (RLIN) 06-04-16
Cataloger's initials, CIN (RLIN) m
First date, FD (RLIN) a
-- eng
-- mau
-- 4
Holdings
Withdrawn status Lost status Damaged status Not for loan Home library Current library Shelving location Date acquired Cost, normal purchase price Inventory number Total Checkouts Total Renewals Full call number Barcode Date last seen Date last checked out Copy number Cost, replacement price Price effective from Koha item type
        City Campus City Campus City Campus Main Collection 29/10/2015 90.27 i13328967 5 1 794.81526 CHA A480362B 11/06/2017 16/12/2015 1 90.27 31/10/2021 Book

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