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The Indie Game Development Survival Guide - David Michael

The Indie Game Development Survival Guide

David Michael (Autor)

Media-Kombination
500 Seiten
2003
Charles River Media
9781584502142 (ISBN)
CHF 62,45 inkl. MwSt
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This text details the process of designing, developing and self-publishing games for the PC. Whether you are a programmer, an artist or sound engineer, this book teaches how to lead an independent game project, explaining how to take a game idea from design through to publication on the Internet.
This text details the process of designing, developing and self-publishing games for the PC. Whether you are a programmer, an artist or sound engineer, this book teaches how to lead an independent game project. It explains how to take a game idea from design, planning, scheduling, developmen and testing to publication on the Internet. It covers how to manage your team so that you can finish your game on time, and details innovative ways to use the Internet to market, test and deliver your game. All the information needed for small-to-no-budget game development is explored, including determining which type of genre works best, planning, sceduling, budgeting, building a team and selling the game.

Part 1 What is an "indie"?: indie possibilities; why you should be an indie; on being an indie. Part 2 Game design for small- or no-budget games: know your limitations; avoid "me-too" games and clones; stay out of the "technology arms race"; choosing a suitable indie game concept; the game design concept. Part 3 Pre-production: laying the groundwork; production planning and sceduling; budgeting and risk management; creative funding. Part 4 The indie team: the indie team; team member compensation options; finding team members; (remote) team management; team leadership. Part 5 Building the game: maximizing the use of third-party and freeware tools resource management during development; creating quality documentation; project testing; payment processing; customer support. Part 7 The future: after shipping; game evolution via player feedback; leveraging existing products and customers; the independent game community. Appendices: 2D engines; 3D engines; sound engines; physics engines; networking engines; payment processing companies.

Verlagsort Hingham
Sprache englisch
Maße 189 x 235 mm
Themenwelt Sachbuch/Ratgeber Beruf / Finanzen / Recht / Wirtschaft Bewerbung / Karriere
Informatik Weitere Themen Computerspiele
ISBN-13 9781584502142 / 9781584502142
Zustand Neuware
Informationen gemäß Produktsicherheitsverordnung (GPSR)
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