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The game production handbook / Heather Maxwell Chandler.

By: Material type: TextTextSeries: Foundations of game developmentPublisher: Burlington, Mass. : Jones & Bartlett Learning, 2014Edition: Third editionDescription: xix, 462 pages : illustrations ; 23 cmContent type:
  • text
Media type:
  • unmediated
Carrier type:
  • volume
ISBN:
  • 1449688098
  • 9781449688097
Subject(s): DDC classification:
  • 794.81526 23
LOC classification:
  • QA76.76.C672 C446 2014
Contents:
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 --
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.
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Holdings
Item type Current library Call number Copy number Status Date due Barcode
Book City Campus City Campus Main Collection 794.81526 CHA (Browse shelf(Opens below)) 1 Available A480362B

Includes bibliographical references and index.

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 --

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.

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