Computer Games Designer
50 pages
English

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50 pages
English
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Description

People young and old love playing computer games, but what goes into making them? From simple games created by one person, to big blockbusters made by a huge team, there is an amazing range of games. Find out what's involved in developing computer games, the tools and skills you need, and the difficulties of managing a complex process.

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Publié par
Date de parution 18 juillet 2013
Nombre de lectures 0
EAN13 9781406268874
Langue English
Poids de l'ouvrage 12 Mo

Informations légales : prix de location à la page 0,0312€. Cette information est donnée uniquement à titre indicatif conformément à la législation en vigueur.

Extrait

THE Coolest Jobs on the Planet Computer Games Designer
Mark Featherstone
Raintree is an imprint of Capstone Global Library Limited, a company incorporated in England and Wales having its registered office at 7 Pilgrim Street, London, EC4V 6LB – Registered company number: 6695582
To contact Raintree please phone 0845 6044371, fax + 44 (0) 1865 312263, or email myorders@ raintreepublishers.co.uk. Customers from outside the UK please telephone +44 1865 312262.
Text © Capstone Global Library Limited 2014 First published in hardback in 2014 The moral rights of the proprietor have been asserted.
All rights reserved. No part of this publication may be reproduced in any form or by any means (including photocopying or storing it in any medium by electronic means and whether or not transiently or incidentally to some other use of this publication) without the written permission of the copyright owner, except in accordance with the provisions of the Copyright, Designs and Patents Act 1988 or under the terms of a licence issued by the Copyright Licensing Agency, Saffron House, 6–10 Kirby Street, London EC1N 8TS (www.cla.co.uk). Applications for the copyright owner’s written permission should be addressed to the publisher.
Edited by Nancy Dickmann, Adam Miller, Laura Knowles, and Helen Cox Cannons Designed by Richard Parker, and Emily Hooton at Ken Bell Graphic Design Picture research by Mica Brancic Production by Vicki Fitzgerald Printed and bound in China by CTPS
ISBN 978 1 406 25979 7 17 16 15 14 13 10 9 8 7 6 5 4 3 2 1
British Library Cataloguing in Publication Data Featherstone, Mark.  Computer games designer.  (The coolest jobs  on the planet)  1. Computer gamesDesignJuvenile literature. 2. Computer gamesDesignVocational  guidanceJuvenile  literature.  I. Title II. Series  794.8’1526dc23
Acknowledgements We would like to thank the following for permission to reproduce photographs: Alamy pp. 11 (© betty finney), 15 (© David J. Green – technology), 35 (© Silicon Valley Stock); © David Braben and Ian Bell p.14; © Capstone Global Library Ltd p. 18 (Steve Mead); Arkham Horror is ™ Fantasy Flight Games p. 39; CCP Games p. 28; Corbis p. 19 (© Mark Savage); Getty Images pp. 9 (Photographer’s Choice/Seth Joel), 22 (Ethan Miller), 25 (Bloomberg/Chris Ratcliffe), 27 (EA/Jeff Vinnick), 32 (AFP Photo/Joe Klamar), 33 (WireImage/Albert L. Ortega), 37 (Stone+/Nick Dolding); Mark Featherstone pp. 4, 8, 20, 21, 26 inset, 26 main, 29, 40; Metacritic p. 5; Microsoft p. 30; Photoshot p. 31 (Richard B Levine); Planetside Software pp. 24 l & r; Rex Features pp. 6 (Camilla Morandi), 7 (Graham Harrison), 10 (Andy Drysdale), 12 (Terry Harris), 13 (Future Publishing/ Gavin Roberts), 23 (James Curley); Sheffield Hallam University p.16; Shutterstock p.34 (© Yaroslavna); Sumo Digital p.36; Valve Corporation p.38.
Background design images supplied by Shutterstock (© AND Inc, © Archipoch, © Athanasia Nomikou, © donatas1205, © dundanim, © fotographic1980, © Ghenadie, © hfng, © isak55, © Kotkoa, © Lonely, © Lukas Radavicius, © Manczurov, © Michelangelus, © Olga Miltsova, © Petr Vaclavek, © Phunya, © Sasha Chebotarev, © Serg Obolonkov, © Skocko, © Tjeffersion, © watchara, © zirconicusso).
Cover pictures of a Scifi city, a futuristic soldier, and a matrixwireframe reproduced with permission of Shutterstock (© AND Inc., © DarkGeometryStudios, © Archipoch).
Every effort has been made to contact copyright holders of material reproduced in this book. Any omissions will be rectified in subsequent printings if notice is given to the publisher.
Disclaimer All the internet addresses (URLs) given in this book were valid at the time of going to press. However, due to the dynamic nature of the internet, some addresses may have changed, or sites may have changed or ceased to exist since publication. While the author and publisher regret any inconvenience this may cause readers, no responsibility for any such changes can be accepted by either the author or the publisher.
CONTENTS
The moment of truth . . . . . . . . . . . . . 4
The process of making a game . . . . . 6
A day in the life . . . . . . . . . . . . . . . . . . 8
How I became a game developer . . 10
Dierent roles, dierent skills . . . . . 18
Game genres . . . . . . . . . . . . . . . . . . . 24
Dierent ways of working . . . . . . . . 32
Learning to make games . . . . . . . . . 38
Quiz . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Glossary. . . . . . . . . . . . . . . . . . . . . . . 44
Find out more . . . . . . . . . . . . . . . . . . 46
Index . . . . . . . . . . . . . . . . . . . . . . . . . 48
4
The moment of truth The most exciting moments in game development are when the game you’ve worked on for so many months – or even years – is finally ready. Playing the completed game for the first time, it feels almost magical as you see all your ideas brought to life. Then comes certification, when your publisher checks what you’ve done and decides if they think the game is ready for the public. Shortly after that is the launch day, and you visit the local games shop and buy one of the first copies of the finished game. The publisher will give you a free copy, but it isn’t the same as buying one from the shop!
This is one of my games still in its shiny wrapper, never to be opened!
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