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Game development essentials : game project management / John Hight, Jeannie Novak.

By: Contributor(s): Material type: TextTextPublisher: Clifton Park, NY : Thomson Delmar Learning, [2008]Copyright date: ©2008Description: xx, 284 pages : illustrations (chiefly colour) ; 26 cm + 1 computer disc (12 cm)Content type:
  • text
  • computer dataset
Media type:
  • unmediated
  • computer
Carrier type:
  • volume
  • computer disc
ISBN:
  • 1418015415
  • 9781418015411
Other title:
  • Game project management
Subject(s): DDC classification:
  • 794.80684 22
LOC classification:
  • HD9993.E452 H54 2008
Online resources:
Contents:
Ch. 1. History of game project management from engineer to producer -- Ch. 2. Concept development describing the big idea -- Ch. 3. Game design defining the vision -- Ch. 4. Technical design creating the blueprint for production -- Ch. 5. Art & sound design giving the game shape and emotion -- Ch. 6. Production plan bringing order to chaos -- Ch. 7. Team management : communication, objectivity, and leadership -- Ch. 8. External relationships managing beyond the development team -- Ch. 9. Putting it all together from idea to reality.
Review: "Game Project Management is the first and only book to offer a comprehensive introduction to game project management in an informal and accessible while concentrating equally on theory and practice. The book offers an engaging and informative overview of the complete game project management process including roles responsibilities of team members, phases of production, con cept development, testing, marketing, scheduling, and budgeting. The fast growing game industry fueled rapid upward movement of game production staff into the ranks of management. This timely and insightful book will train readers in the tools and techniques necessary to become ef ective team leaders."--BOOK JACKET.
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Accompanied by: 1 computer disc (CD-ROM)

Includes bibliographical references (pages 274-278) and index.

Ch. 1. History of game project management from engineer to producer -- Ch. 2. Concept development describing the big idea -- Ch. 3. Game design defining the vision -- Ch. 4. Technical design creating the blueprint for production -- Ch. 5. Art & sound design giving the game shape and emotion -- Ch. 6. Production plan bringing order to chaos -- Ch. 7. Team management : communication, objectivity, and leadership -- Ch. 8. External relationships managing beyond the development team -- Ch. 9. Putting it all together from idea to reality.

"Game Project Management is the first and only book to offer a comprehensive introduction to game project management in an informal and accessible while concentrating equally on theory and practice. The book offers an engaging and informative overview of the complete game project management process including roles responsibilities of team members, phases of production, con cept development, testing, marketing, scheduling, and budgeting. The fast growing game industry fueled rapid upward movement of game production staff into the ranks of management. This timely and insightful book will train readers in the tools and techniques necessary to become ef ective team leaders."--BOOK JACKET.

Machine converted from AACR2 source record.

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