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MARC Record from marc_columbia

Record ID marc_columbia/Columbia-extract-20221130-034.mrc:14806685:6238
Source marc_columbia
Download Link /show-records/marc_columbia/Columbia-extract-20221130-034.mrc:14806685:6238?format=raw

LEADER: 06238cam a2200637 i 4500
001 16627347
005 20220703234432.0
006 m o d
007 cr cnu|||unuuu
008 200416s2020 flu o 000 0 eng d
035 $a(OCoLC)on1150902183
035 $a(NNC)16627347
040 $aTYFRS$beng$erda$epn$cTYFRS$dTYFRS$dUKAHL$dOCLCF$dYDX$dUKMGB$dN$T$dOCLCQ$dOCLCO$dSOE$dOCLCO
015 $aGBC057641$2bnb
016 7 $a019790805$2Uk
019 $a1153070843$a1173842076$a1202620024$a1287276123$a1287867709
020 $a9780429440021$q(electronic bk.)
020 $a0429440022$q(electronic bk.)
020 $a9780429801785$q(electronic bk. ;$qPDF)
020 $a0429801785$q(electronic bk. ;$qPDF)
020 $a9780429801778$q(electronic bk. ;$qEPUB)
020 $a0429801777$q(electronic bk. ;$qEPUB)
020 $a9780429801761$q(electronic bk. ;$qMobipocket)
020 $a0429801769$q(electronic bk. ;$qMobipocket)
020 $z9781138341715
020 $z9781138341708
020 $z1138341711
024 7 $a10.1201/9780429440021$2doi
035 $a(OCoLC)1150902183$z(OCoLC)1153070843$z(OCoLC)1173842076$z(OCoLC)1202620024$z(OCoLC)1287276123$z(OCoLC)1287867709
037 $a9780429440021$bTaylor & Francis
050 4 $aQA76.76.C672
072 7 $aCOM$x012040$2bisacsh
072 7 $aJFD$2bicssc
082 04 $a794.8/1525$223
049 $aZCUA
100 1 $aChandler, Heather Maxwell,$eauthor.
245 14 $aThe game production toolbox /$c[Heather Maxwell Chandler].
250 $aFirst edition.
264 1 $a[Boca Raton] :$bCRC Press,$c2020.
300 $a1 online resource (xxiv, 296 pages)
336 $atext$btxt$2rdacontent
337 $acomputer$bc$2rdamedia
338 $aonline resource$bcr$2rdacarrier
588 0 $aVendor-supplied metadata.
520 $aThe Game Production Toolbox focuses on the nuts and bolts of producing interactive content and how you can organize and support the creative, technical, and business efforts that are all part of interactive game development. This book isn't going to tell you how to design a game or what technologies to use. Instead it provides techniques for and insights into managing, from concept to release, all the pieces that must come together in order to get a game into the hands of a player. Readers will learn about each phase of game production: prototyping, defining the requirements, assembling the team, making the game, and releasing to the players. Interviews from professional game developers give a behind-the-scenes look at what it takes to make a game. Key Features A framework for how to get an interactive game from concept to release, including information on financing and pitching to publishers and investors. Techniques for working with the game development team to get effective prototypes and documentation to prove out game concept and mechanics. Concrete information on how to plan and execute the different aspects of game production, such as audio, localization, testing, and software ratings. Advice from industry experts on managing teams, project management, communicating effectively, and keeping everyone happy. Information about working effectively with marketing, PR, and other people that are involved with the publishing and release process.
505 0 $aPart 1 OverviewChapter 1: Game Industry Overview 3Chapter 2: Developer and Publisher Overview 25Chapter 3: Legal Overview 43Part 2 Creating the PrototypeChapter 4: Laying the Groundwork 57Chapter 5: Creating Concept 81Chapter 6: Prototyping 95Part 3 Establishing RequirementsChapter 7: Schedule 105Chapter 8: Budget 121Chapter 9: Pitching Your Game 129Part 4 Assembling the Game TeamChapter 10: Hiring Talent . 147Chapter 11: Team Organization . 157Chapter 12: Managing Your Team . 167Chapter 13: Outsourcing . 183Part 5 Making the GameChapter 14: Executing the Plan . 191Chapter 15: User Experience (UX), UX: Written in Collaboration with Celia Hodent . 205Chapter 16: Audio 215Chapter 17: Localization 231Chapter 18: QA Testing . 245Part 6 Launching the GameChapter 19: Getting the Word Out 259Chapter 20: Releasing to Players . 265Part 7 Appendices
545 0 $aHeather Maxwell Chandler is a multimedia producer with over 20 years of experience in the video game industry. She's worked in production at Epic Games, Electronic Arts, Ubisoft, and Activision. She was most recently a Senior Producer on Fortnite. Heather has contributed to over 35 games, including Fortnite, Never Alone, Kingdoms of Amalur: Reckoning, Sid Meier's Railroads, Monster Madness: Battle for Suburbia, Vigilante 8, Rainbow Six 3: Raven Shield, Shanghai: Second Dynasty, and Apocalypse. She also worked on every title in the Ghost Recon series, including Ghost Recon 2 and Ghost Recon: Advanced Warfighter. In 2005, Heather founded Media Sunshine, Inc., a company that provides consulting services to game developers and publishers. She is the author of The Game Production Handbook, The Game Localization Handbook, and several other articles on game development and localization. Her articles have been published in Secrets of the Game Business and The Project Manager's Desk Reference, 3rd Ed. Heather has lectured on game production and development at North Carolina State University, the Game Developers Conference, IGDA Leadership Forum, and at several other conferences and educational institutions. She served as the chairperson of the IGDA Production SIG from 2006 - 2010. Heather graduated with honors from Vanderbilt University and received an M.A. from the USC School of Cinema-Television.
504 $aIncludes bibliographical references and index.
650 0 $aComputer games$xProgramming.
650 6 $aJeux d'ordinateur$xProgrammation.
650 7 $aCOMPUTERS$xComputer Graphics$xGame Programming & Design.$2bisacsh
650 7 $aComputer games$xProgramming.$2fast$0(OCoLC)fst00872114
655 4 $aElectronic books.
776 08 $iPrint version:$aChandler, Heather Maxwell.$tGame production toolbox.$bFirst edition.$d[Boca Raton] : CRC Press, 2020$z1138341711$z9781138341715$w(OCoLC)1128890672
856 40 $uhttp://www.columbia.edu/cgi-bin/cul/resolve?clio16627347$zTaylor & Francis eBooks
852 8 $blweb$hEBOOKS