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Event-Database Architecture for Computer Games - Rodney Quaye

Event-Database Architecture for Computer Games

Two Volume Set

Rodney Quaye (Autor)

Media-Kombination
600 Seiten
2025
CRC Press
978-1-032-81803-0 (ISBN)
CHF 159,85 inkl. MwSt
Event-Database Architecture for Computer Games proposes the first explicit software architecture for game development, answering the problem of building modern computer games with little or no game design.

The first volume begins by describing the formal definition of software production processes in general, and the production process of computer games in particular. It introduces the two basic principles behind the software architecture that addresses the communication and productivity problems of a degenerative production process. It goes on to describe the archetypal software production process, and outlines the role that the Game Designers, Game Programmers, Game Artists, Sound Designers and Game Testers play in that process.

The second volume includes a brief overview on how to optimize the results. This leads on to an exploration of how staff, especially Software Engineers, typically view optimization. It also explains how the vision of the Engineers relates to the vision of the leadership of a project or company. It describes how this leadership can also affect the efficacy of a production process, including the Event-Database Production Process.

This book will be of great interest to professional game developers involved in programming roles, such as Tools Programmers, UI Programmers, Gameplay Programmers and Engineers, as well as students studying game development and programming.

Rodney Quaye is a Senior Software Development Engineer in Test at Build A Rocket Boy. He has worked in the Computer Games industry for over 16 years. He has worked at several Games Studios including Sumo Digital, nDreams, Supermassive Games, Travellers Tales, Hotgen, Oysterworld, Second Impact, Flaming Pumpkin, Goldhawk Interactive, Jagex, Gusto Games, Criterion, Asylum Entertainment, Codemasters, Deibus Studios. The famous titles he has worked on include Burnout 2 and 3 for Criterion, LMA Manager for Codemasters, Runescape for Jagex, Lego Worlds for Travellers Tales, Everywhere.

Vol I: CHAPTER 1 – THE PROBLEM, CHAPTER 2 – THE SOLUTION, CHAPTER 3 – THE SOFTWARE ARCHITECTURE, CHAPTER 4 – THE SOFTWARE PRODUCTION PROCESS, CHAPTER 5 – LIMITATIONS OR CRITERIA FOR USE, CHAPTER 6 – GLOSSARY, INDEX

Vol II: CHAPTER 1 – LPMUD SOFTWARE PRODUCTION PROCESS, CHAPTER 2 – CONSISTENT DATA DESIGN, CHAPTER 3 – OPTIMIZING THE RESULTS, CHAPTER 4 – THE NATURE OF THE BEAST, CHAPTER 5 – CAUSE AND EFFECT, CHAPTER 6 – GLOSSARY, INDEX

Erscheint lt. Verlag 25.7.2025
Zusatzinfo 157 Tables, black and white; 91 Line drawings, black and white; 8 Halftones, black and white; 99 Illustrations, black and white
Verlagsort London
Sprache englisch
Maße 156 x 234 mm
Gewicht 1110 g
Themenwelt Kunst / Musik / Theater
Informatik Grafik / Design Film- / Video-Bearbeitung
Informatik Software Entwicklung Spieleprogrammierung
Mathematik / Informatik Informatik Theorie / Studium
ISBN-10 1-032-81803-4 / 1032818034
ISBN-13 978-1-032-81803-0 / 9781032818030
Zustand Neuware
Informationen gemäß Produktsicherheitsverordnung (GPSR)
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