End-to-End Game Development

End-to-End Game Development

Author: Nick Iuppa

Publisher: CRC Press

Published: 2012-10-12

Total Pages: 360

ISBN-13: 1136137181

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You're part of a new venture, an independent gaming company, and you are about to undertake your first development project. The client wants a serious game, one with instructional goals and assessment metrics. Or you may be in a position to green light such a project yourself, believing that it can advance your organization's mission and goals. This book provides a proven process to take an independent game project from start to finish. In order to build a successful game, you need to wear many hats. There are graphic artists, software engineers, designers, producers, marketers - all take part in the process at various (coordinated) stages, and the end result is hopefully a successful game. Veteran game producers and writers (Iuppa and Borst) cover all of these areas for you, with step by step instructions and checklists to get the work done. The final section of the book offers a series of case studies from REAL indy games that have been developed and launched succesfully, and show exactly how the principles outlined in the book can be applied to real world products. The book's associated author web site offers ancillary materials & references as well as serious game demos and presentations.


Book Synopsis End-to-End Game Development by : Nick Iuppa

Download or read book End-to-End Game Development written by Nick Iuppa and published by CRC Press. This book was released on 2012-10-12 with total page 360 pages. Available in PDF, EPUB and Kindle. Book excerpt: You're part of a new venture, an independent gaming company, and you are about to undertake your first development project. The client wants a serious game, one with instructional goals and assessment metrics. Or you may be in a position to green light such a project yourself, believing that it can advance your organization's mission and goals. This book provides a proven process to take an independent game project from start to finish. In order to build a successful game, you need to wear many hats. There are graphic artists, software engineers, designers, producers, marketers - all take part in the process at various (coordinated) stages, and the end result is hopefully a successful game. Veteran game producers and writers (Iuppa and Borst) cover all of these areas for you, with step by step instructions and checklists to get the work done. The final section of the book offers a series of case studies from REAL indy games that have been developed and launched succesfully, and show exactly how the principles outlined in the book can be applied to real world products. The book's associated author web site offers ancillary materials & references as well as serious game demos and presentations.


End-to-End Game Development

End-to-End Game Development

Author: Nick Iuppa

Publisher: Taylor & Francis

Published: 2012-10-12

Total Pages: 361

ISBN-13: 1136137173

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You're part of a new venture, an independent gaming company, and you are about to undertake your first development project. The client wants a serious game, one with instructional goals and assessment metrics. Or you may be in a position to green light such a project yourself, believing that it can advance your organization's mission and goals. This book provides a proven process to take an independent game project from start to finish. In order to build a successful game, you need to wear many hats. There are graphic artists, software engineers, designers, producers, marketers - all take part in the process at various (coordinated) stages, and the end result is hopefully a successful game. Veteran game producers and writers (Iuppa and Borst) cover all of these areas for you, with step by step instructions and checklists to get the work done. The final section of the book offers a series of case studies from REAL indy games that have been developed and launched succesfully, and show exactly how the principles outlined in the book can be applied to real world products. The book's associated author web site offers ancillary materials & references as well as serious game demos and presentations.


Book Synopsis End-to-End Game Development by : Nick Iuppa

Download or read book End-to-End Game Development written by Nick Iuppa and published by Taylor & Francis. This book was released on 2012-10-12 with total page 361 pages. Available in PDF, EPUB and Kindle. Book excerpt: You're part of a new venture, an independent gaming company, and you are about to undertake your first development project. The client wants a serious game, one with instructional goals and assessment metrics. Or you may be in a position to green light such a project yourself, believing that it can advance your organization's mission and goals. This book provides a proven process to take an independent game project from start to finish. In order to build a successful game, you need to wear many hats. There are graphic artists, software engineers, designers, producers, marketers - all take part in the process at various (coordinated) stages, and the end result is hopefully a successful game. Veteran game producers and writers (Iuppa and Borst) cover all of these areas for you, with step by step instructions and checklists to get the work done. The final section of the book offers a series of case studies from REAL indy games that have been developed and launched succesfully, and show exactly how the principles outlined in the book can be applied to real world products. The book's associated author web site offers ancillary materials & references as well as serious game demos and presentations.


End-to-End Game Development

End-to-End Game Development

Author: Nick Iuppa

Publisher:

Published: 2012

Total Pages: 304

ISBN-13:

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You're part of a new venture, an independent gaming company, and you are about to undertake your first development project. The client wants a serious game, one with instructional goals and assessment metrics. Or you may be in a position to green light such a project yourself, believing that it can advance your organization's mission and goals. This book provides a proven process to take an independent game project from start to finish. In order to build a successful game, you need to wear many hats. There are graphic artists, software engineers, designers, producers, marketers - all take part in the process at various (coordinated) stages, and the end result is hopefully a successful game. Veteran game producers and writers (Iuppa and Borst) cover all of these areas for you, with step by step instructions and checklists to get the work done. The final section of the book offers a series of case studies from REAL indy games that have been developed and launched succesfully, and show exactly how the principles outlined in the book can be applied to real world products. The book's associated author web site offers ancillary materials & references as well as serious game demos and presentations.


Book Synopsis End-to-End Game Development by : Nick Iuppa

Download or read book End-to-End Game Development written by Nick Iuppa and published by . This book was released on 2012 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: You're part of a new venture, an independent gaming company, and you are about to undertake your first development project. The client wants a serious game, one with instructional goals and assessment metrics. Or you may be in a position to green light such a project yourself, believing that it can advance your organization's mission and goals. This book provides a proven process to take an independent game project from start to finish. In order to build a successful game, you need to wear many hats. There are graphic artists, software engineers, designers, producers, marketers - all take part in the process at various (coordinated) stages, and the end result is hopefully a successful game. Veteran game producers and writers (Iuppa and Borst) cover all of these areas for you, with step by step instructions and checklists to get the work done. The final section of the book offers a series of case studies from REAL indy games that have been developed and launched succesfully, and show exactly how the principles outlined in the book can be applied to real world products. The book's associated author web site offers ancillary materials & references as well as serious game demos and presentations.


Unreal Development Kit Game Programming with Unrealscript

Unreal Development Kit Game Programming with Unrealscript

Author: Rachel Cordone

Publisher: Packt Publishing Ltd

Published: 2011-12-15

Total Pages: 812

ISBN-13: 1849691932

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This is a practical hands-on book with clear instructions and lot of code examples. It takes a simple approach, guiding you through different architectural topics using realistic sample projects.


Book Synopsis Unreal Development Kit Game Programming with Unrealscript by : Rachel Cordone

Download or read book Unreal Development Kit Game Programming with Unrealscript written by Rachel Cordone and published by Packt Publishing Ltd. This book was released on 2011-12-15 with total page 812 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is a practical hands-on book with clear instructions and lot of code examples. It takes a simple approach, guiding you through different architectural topics using realistic sample projects.


Game Development with Unity

Game Development with Unity

Author: Michelle Menard

Publisher: Muska/Lipman

Published: 2012

Total Pages: 463

ISBN-13: 9781435456587

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Provides information on using the Unity game engine to build games for any platform, including the Web, the Wii, and on smartphones.


Book Synopsis Game Development with Unity by : Michelle Menard

Download or read book Game Development with Unity written by Michelle Menard and published by Muska/Lipman. This book was released on 2012 with total page 463 pages. Available in PDF, EPUB and Kindle. Book excerpt: Provides information on using the Unity game engine to build games for any platform, including the Web, the Wii, and on smartphones.


Mastering SFML Game Development

Mastering SFML Game Development

Author: Raimondas Pupius

Publisher: Packt Publishing Ltd

Published: 2017-01-30

Total Pages: 433

ISBN-13: 1786466848

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Create complex and visually stunning games using all the advanced features available in SFML development About This Book Build custom tools, designed to work with your specific game. Use raw modern OpenGL and go beyond SFML. Revamp your code for better structural design, faster rendering, and flashier graphics. Use advanced lighting techniques to add that extra touch of sophistication. Implement a very fast and efficient particle system by using a cache-friendly design. Who This Book Is For This book is ideal for game developers who have some basic knowledge of SFML and also are familiar with C++ coding in general. No knowledge of OpenGL or even more advanced rendering techniques is required. You will be guided through every bit of code step by step. What You Will Learn Dive deep into creating complex and visually stunning games using SFML, as well as advanced OpenGL rendering and shading techniques Build an advanced, dynamic lighting and shadowing system to add an extra graphical kick to your games and make them feel a lot more dynamic Craft your own custom tools for editing game media, such as maps, and speed up the process of content creation Optimize your code to make it blazing fast and robust for the users, even with visually demanding scenes Get a complete grip on the best practices and industry grade game development design patterns used for AAA projects In Detail SFML is a cross-platform software development library written in C++ with bindings available for many programming languages. It provides a simple interface to the various components of your PC, to ease the development of games and multimedia applications. This book will help you become an expert of SFML by using all of its features to its full potential. It begins by going over some of the foundational code necessary in order to make our RPG project run. By the end of chapter 3, we will have successfully picked up and deployed a fast and efficient particle system that makes the game look much more 'alive'. Throughout the next couple of chapters, you will be successfully editing the game maps with ease, all thanks to the custom tools we're going to be building. From this point on, it's all about making the game look good. After being introduced to the use of shaders and raw OpenGL, you will be guided through implementing dynamic scene lighting, the use of normal and specular maps, and dynamic soft shadows. However, no project is complete without being optimized first. The very last chapter will wrap up our project by making it lightning fast and efficient. Style and approach This book uses a step by step approach by breaking the problems down into smaller, much more manageable obstacles, and guiding the reader through them with verified, flexible, and autonomous solutions.


Book Synopsis Mastering SFML Game Development by : Raimondas Pupius

Download or read book Mastering SFML Game Development written by Raimondas Pupius and published by Packt Publishing Ltd. This book was released on 2017-01-30 with total page 433 pages. Available in PDF, EPUB and Kindle. Book excerpt: Create complex and visually stunning games using all the advanced features available in SFML development About This Book Build custom tools, designed to work with your specific game. Use raw modern OpenGL and go beyond SFML. Revamp your code for better structural design, faster rendering, and flashier graphics. Use advanced lighting techniques to add that extra touch of sophistication. Implement a very fast and efficient particle system by using a cache-friendly design. Who This Book Is For This book is ideal for game developers who have some basic knowledge of SFML and also are familiar with C++ coding in general. No knowledge of OpenGL or even more advanced rendering techniques is required. You will be guided through every bit of code step by step. What You Will Learn Dive deep into creating complex and visually stunning games using SFML, as well as advanced OpenGL rendering and shading techniques Build an advanced, dynamic lighting and shadowing system to add an extra graphical kick to your games and make them feel a lot more dynamic Craft your own custom tools for editing game media, such as maps, and speed up the process of content creation Optimize your code to make it blazing fast and robust for the users, even with visually demanding scenes Get a complete grip on the best practices and industry grade game development design patterns used for AAA projects In Detail SFML is a cross-platform software development library written in C++ with bindings available for many programming languages. It provides a simple interface to the various components of your PC, to ease the development of games and multimedia applications. This book will help you become an expert of SFML by using all of its features to its full potential. It begins by going over some of the foundational code necessary in order to make our RPG project run. By the end of chapter 3, we will have successfully picked up and deployed a fast and efficient particle system that makes the game look much more 'alive'. Throughout the next couple of chapters, you will be successfully editing the game maps with ease, all thanks to the custom tools we're going to be building. From this point on, it's all about making the game look good. After being introduced to the use of shaders and raw OpenGL, you will be guided through implementing dynamic scene lighting, the use of normal and specular maps, and dynamic soft shadows. However, no project is complete without being optimized first. The very last chapter will wrap up our project by making it lightning fast and efficient. Style and approach This book uses a step by step approach by breaking the problems down into smaller, much more manageable obstacles, and guiding the reader through them with verified, flexible, and autonomous solutions.


Game Programming Patterns

Game Programming Patterns

Author: Robert Nystrom

Publisher: Genever Benning

Published: 2014-11-03

Total Pages: 353

ISBN-13: 0990582914

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The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.


Book Synopsis Game Programming Patterns by : Robert Nystrom

Download or read book Game Programming Patterns written by Robert Nystrom and published by Genever Benning. This book was released on 2014-11-03 with total page 353 pages. Available in PDF, EPUB and Kindle. Book excerpt: The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.


The American Bar Association's Legal Guide to Video Game Development

The American Bar Association's Legal Guide to Video Game Development

Author: Ross A. Dannenberg

Publisher:

Published: 2011

Total Pages: 0

ISBN-13: 9781614380030

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From the most trusted name in law comes this essential guide to the financial, health, and family issues affecting the baby boomer generation.


Book Synopsis The American Bar Association's Legal Guide to Video Game Development by : Ross A. Dannenberg

Download or read book The American Bar Association's Legal Guide to Video Game Development written by Ross A. Dannenberg and published by . This book was released on 2011 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: From the most trusted name in law comes this essential guide to the financial, health, and family issues affecting the baby boomer generation.


HTML5 Game Development For Dummies

HTML5 Game Development For Dummies

Author: Andy Harris

Publisher: John Wiley & Sons

Published: 2013-04-08

Total Pages: 406

ISBN-13: 1118236521

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Create games with graphics that pop for the web and mobile devices! HTML5 is the tool game developers and designers have been eagerly awaiting. It simplifies the job of creating graphically rich, interactive games for the Internet and mobile devices, and this easy-to-use guide simplifies the learning curve. Illustrated in full color, the book takes you step by step through the basics of HTML5 and how to use it to build interactive games with 2D graphics, video, database capability, and plenty of action. Learn to create sports and adventure games, pong games, board games, and more, for both mobile devices and the standard web. Learn to use the new HTML5 technology that makes it easier to create games with lots of action, colorful 2D graphics, and interactivity--for both the web and mobile devices Test and debug your games before deploying them Take advantage of how HTML5 allows for SQL-like data storage, which is especially valuable if you're not well versed in database management Explore creating games suitable for community activity and powerful, profitable games that require large amounts of data Whether you want to build games as a fun hobby or hope to launch a new career, this full-color guide covers everything you need to know to make the most of HTML5 for game design.


Book Synopsis HTML5 Game Development For Dummies by : Andy Harris

Download or read book HTML5 Game Development For Dummies written by Andy Harris and published by John Wiley & Sons. This book was released on 2013-04-08 with total page 406 pages. Available in PDF, EPUB and Kindle. Book excerpt: Create games with graphics that pop for the web and mobile devices! HTML5 is the tool game developers and designers have been eagerly awaiting. It simplifies the job of creating graphically rich, interactive games for the Internet and mobile devices, and this easy-to-use guide simplifies the learning curve. Illustrated in full color, the book takes you step by step through the basics of HTML5 and how to use it to build interactive games with 2D graphics, video, database capability, and plenty of action. Learn to create sports and adventure games, pong games, board games, and more, for both mobile devices and the standard web. Learn to use the new HTML5 technology that makes it easier to create games with lots of action, colorful 2D graphics, and interactivity--for both the web and mobile devices Test and debug your games before deploying them Take advantage of how HTML5 allows for SQL-like data storage, which is especially valuable if you're not well versed in database management Explore creating games suitable for community activity and powerful, profitable games that require large amounts of data Whether you want to build games as a fun hobby or hope to launch a new career, this full-color guide covers everything you need to know to make the most of HTML5 for game design.


Game Development Patterns and Best Practices

Game Development Patterns and Best Practices

Author: John P. Doran

Publisher: Packt Publishing Ltd

Published: 2017-04-27

Total Pages: 383

ISBN-13: 178712696X

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Utilize proven solutions to solve common problems in game development About This Book Untangle your game development workflow, make cleaner code, and create structurally solid games Implement key programming patterns that will enable you to make efficient AI and remove duplication Optimize your game using memory management techniques Who This Book Is For If you are a game developer who wants to solve commonly-encountered issues or have some way to communicate to other developers in a standardized format, then this book is for you. Knowledge of basic game programming principles and C++ programming is assumed. What You Will Learn Learn what design patterns are and why you would want to use them Reduce the maintenance burden with well-tested, cleaner code Employ the singleton pattern effectively to reduce your compiler workload Use the factory pattern to help you create different objects with the same creation logic and reduce coding time Improve game performance with Object Pools Allow game play to interact with physics or graphics in an abstract way Refractor your code to remove common code smells In Detail You've learned how to program, and you've probably created some simple games at some point, but now you want to build larger projects and find out how to resolve your problems. So instead of a coder, you might now want to think like a game developer or software engineer. To organize your code well, you need certain tools to do so, and that's what this book is all about. You will learn techniques to code quickly and correctly, while ensuring your code is modular and easily understandable. To begin, we will start with the core game programming patterns, but not the usual way. We will take the use case strategy with this book. We will take an AAA standard game and show you the hurdles at multiple stages of development. Similarly, various use cases are used to showcase other patterns such as the adapter pattern, prototype pattern, flyweight pattern, and observer pattern. Lastly, we'll go over some tips and tricks on how to refactor your code to remove common code smells and make it easier for others to work with you. By the end of the book you will be proficient in using the most popular and frequently used patterns with the best practices. Style and approach This book takes a step-by-step real-life case studies approach. Every pattern is first explained using a bottleneck. We will show you a problem in your everyday workflow, and then introduce you to the pattern, and show you how the pattern will resolve the situation.


Book Synopsis Game Development Patterns and Best Practices by : John P. Doran

Download or read book Game Development Patterns and Best Practices written by John P. Doran and published by Packt Publishing Ltd. This book was released on 2017-04-27 with total page 383 pages. Available in PDF, EPUB and Kindle. Book excerpt: Utilize proven solutions to solve common problems in game development About This Book Untangle your game development workflow, make cleaner code, and create structurally solid games Implement key programming patterns that will enable you to make efficient AI and remove duplication Optimize your game using memory management techniques Who This Book Is For If you are a game developer who wants to solve commonly-encountered issues or have some way to communicate to other developers in a standardized format, then this book is for you. Knowledge of basic game programming principles and C++ programming is assumed. What You Will Learn Learn what design patterns are and why you would want to use them Reduce the maintenance burden with well-tested, cleaner code Employ the singleton pattern effectively to reduce your compiler workload Use the factory pattern to help you create different objects with the same creation logic and reduce coding time Improve game performance with Object Pools Allow game play to interact with physics or graphics in an abstract way Refractor your code to remove common code smells In Detail You've learned how to program, and you've probably created some simple games at some point, but now you want to build larger projects and find out how to resolve your problems. So instead of a coder, you might now want to think like a game developer or software engineer. To organize your code well, you need certain tools to do so, and that's what this book is all about. You will learn techniques to code quickly and correctly, while ensuring your code is modular and easily understandable. To begin, we will start with the core game programming patterns, but not the usual way. We will take the use case strategy with this book. We will take an AAA standard game and show you the hurdles at multiple stages of development. Similarly, various use cases are used to showcase other patterns such as the adapter pattern, prototype pattern, flyweight pattern, and observer pattern. Lastly, we'll go over some tips and tricks on how to refactor your code to remove common code smells and make it easier for others to work with you. By the end of the book you will be proficient in using the most popular and frequently used patterns with the best practices. Style and approach This book takes a step-by-step real-life case studies approach. Every pattern is first explained using a bottleneck. We will show you a problem in your everyday workflow, and then introduce you to the pattern, and show you how the pattern will resolve the situation.