End-to-End Game Development

Regular price €58.99
A01=Nick Iuppa
A01=Terry Borst
Alpha Version
Author_Nick Iuppa
Author_Terry Borst
Category=UMK
compelling
Compelling Technologies
Concept Document
design
designer
Determining Project Goals
digital instructional strategies
educational technology research
engines
eq_bestseller
eq_computing
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
Expectation Violations
Feature Creep
Game Developers
Game Development
Game Development Companies
Game Engine
Game Fun
games
Golden Master
Grand Theft Auto
incident
Incident Commander
Independent Game
Independent Game Company
Independent Game Developer
independent serious game creation process
instructional
Instructional Design
interactive media production
occupational training simulations
Open Source Software
persuasive
Persuasive Games
serious
simulation-based learning
Smart Phone
Southern California Institute
Spark Island
Symbian Os
technologies
user experience evaluation
Wilson Center

Product details

  • ISBN 9780240811796
  • Weight: 710g
  • Dimensions: 189 x 246mm
  • Publication Date: 01 Dec 2009
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Paperback
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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.
Terry Borst is a Writers Guild of America member with credits in feature films, episodic television, and videogames, including the award-winning WING COMMANDER III and WING COMMANDER IV, and Microsoft's space adventure game FREELANCER. He has also taught screenwriting and multimedia design at UCLA, USC, the College of Santa Fe, the Banff Centre for the Arts, Moorpark College and various conferences and workshops.