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Table Of Contents

Where to Turn for Outside Help
How to Ship a Game
Success and the Long Race
How to Use This Book
To Share a Dream
Games Teach
Game Genres Satisfy Different Appetites
Gambling, Puzzle, and Parlor
Military and Sports Simulations Military and Sports Simulations
Role-Playing Games
Youth Making Games
On Money
The Importance of Planning
Very Few Titles Are Profitable
Chapter 3: What Makes Game Development Hard? 15
500,000 Units to Break Even? 500,000 Units to Break Even?
Why Your Game Should Profit
Feature Storm
Excellence in Spades
A Brief History of Software Development
Overly Long Game Projects Are Disastrous
What Late Games Do to Publishers
Our Project Plan Behind Starfleet Command
The Vision for Starfleet Command
Constraints Give Much Needed Focus
On Bugs Shipped in Starfleet Command
Well-Met Goals Enable Future Successes
The Tension between Preproduction and
The Power of the Console
Why Aren’t All Publishers Using Preproduction?
The Process Is Changing
A Strong Plan Makes Game Development Easy
The Gravitational Pull of Feature Creep
Use Your Core Competencies and Outsource
A Pitfall of Success—Fan-Requested Features
The Relentless Pace of Technology
The Art of War and Games
The Game Project Survival Test
Game Requirements
Chapter 4: Game Project Survival Test 33
Project Control
Risk Management
Calculating Your Project’s Score
What Does My Score Mean? What Does My Score Mean?
The Extended Development Team
Game Production Parts
Design Parts
Chapter 5: What Is a Game Made Of? 39
Where Do Lead Designers Come
Coding Parts
Game Mechanics Programmer
The game mechanics programmer is
The game mechanics programmer
Artificial Intelligence Programmer
User Interface Programmer
Audio Programmer
Tools Programmer
Mission/Level Editor Programmer
Art Parts
Art Director
Concept Artist
3D Modeler
Character Modeler
Texture Artist
Animator/Motion Capture Studio
Audio Parts
Sound Effects
Management Parts
Line Producer
Associate Producer
Studio Head/Executive Producer
Quality Assurance Parts
Publisher QAParts
QA Lead
Main Team
Multiplayer Team
Fresh Teams
Compatibility Team
Localization Team
Beta Testing Beta Testing
Beta Testers
Beta Testing Program Manager
Business Parts
Business Development Parts
Business Development Executive
The business development executive is
Publisher CEO and President
Studio Heads
Licensing Parts
Promoting, Buying, and Selling
Sales Executive
Sales Force and Retail Purchasing
Press Relations Manager
Trade Shows
Other Trade Shows and Events
The Marketing of a Game
Hardcore Fans
Manuals and Strategy Guides
Strategy Guide
Manufacturing Parts
Hardware Manufacturer Parts
Console Manufacturers
Hardware Representatives
Post-Release Parts
The Project Triangle
Chapter 6: Business Context First 65
Implications of the Project Triangle
Various Games and the Project Various Games and the Project
Questions for You to Answer
What to Do with These Answers
An Ultra-Low Budget Game
Fixed Budget, Fixed Deadline
High-Profile/High-Quality Projects
Walk Away
The Effects of a Slipped Game
Methods and the Unified Development Process
What Is a Development Method?
Requirements Capture
Use Cases
Case Studies
Case Study I—Diablo
Use Cases of Diablo
Quick Analysis of the Use Cases of
Case Study II—Gran Turismo
Use Cases of Gran Turismo
The Key Design Elements of Your The Key Design Elements of Your
The Battle of the Counterterrorists
Are We Playing a Mission or
Most Popular Multiplayer Game
Of Intersecting Sets and Elite Forces
Some Straight Questions to Ask Yourself
What Is the Platform?
What Is Your Target Market?
What Major Technologies Are You
Now What?
What About the Proposal Document?
When Do You Write the Game Design
What Should Go into a Game Design Document?
Section One: Defining the Game Section One: Defining the Game
Set the Mood
Section Two: Core Gameplay
The Main Game View
Core Player Activity
The Controller Diagram
In-Game User Interface
Shell Menus
Tutorial Mechanics
Multiplayer Mechanics
Section Four: Talk Story
World Backstory
Character Backgrounds
Level, Mission, and Area Design
Cut Scene Descriptions
Section Five: Cover Your Assets Section Five: Cover Your Assets
2D Sprites or 3D Models
Missions, Levels, or Areas
Key Framing and Motion Capture
Special Effects
Stepping Back a Bit
Object-Oriented Design
Chapter 9: The Technical Design Document 129
Purpose of the Technical Design Document
ture and the technical design document
Why Have a Software Development Why Have a Software Development
The Unified Software Development
The core workflows of the Unified
Core Workflows of the Unified
Phases of a Workflow in the Unified
Requirements capture
Reverse Engineering
Nonobvious Requirements
Requirements Analysis
Class Diagram
Adding Annotation
Other UML Diagram Types
Dynamic Modeling
Architectural Diagrams
Unit Testing and White Box Testing
Black Box Testing
From Use Cases to Test Cases
What Is the Project Plan?
How Do We Create the Project Plan?
Focusing on the Gantt Chart
The technical design document is sup-
Task Granularity and Task Leveling
How Long Will That Task Take?
Short Time Estimate Possibilities
Estimating Research Tasks
Task Prioritization
Resource Leveling
Task Dependencies
The Top Ten Risks Document
The Non-Zero Chance of Delivery
Production Begins—Now What?
Task Visibility
The Wall
The Cult of the Yellow Notebook
Walk Around
Milestone Orientation Meetings
Praise People Publicly
Maintain the Gantt Chart
Update the Risks Chart
Why Outsource?
When to Think About Outsourcing
What to Outsource
On Outsourcing Art
3D Models—Modeling
Animation and Motion Capture
User Interface Art
What Else to Outsource
Shipping Is a Phase
How Do You Ship a Great Game?
Chapter 13: Shipping Your Game 191
Alpha—Feature Complete
What Is Feature Complete?
Additional Content
Feature Trimming
Testing Plan
Publisher QA
Team Testing
Project Leader Testing
Automated Testing
Focus Group Testing
Beta Testing
Open or Closed Beta Test?
Manufacturer Testing
Licensor Testing
How Do You Balance a Game?
Final Candidate Cycle
Transition, Ship, and Point Release
Write the Vision Document Twice
Chapter 14: The Vision Document 205
Only 1 Percent Catch the Eye
What About the Words?
Contact Information
The Flavors of Requirements
Creative/License Requirements
Chapter 15: Requirements Gathering 211
Technical Requirements
Fiscal and Temporal Requirements
Use Case Diagrams
What Does the Game Design Document Do?
Chapter 16: The Design Document 215
The Game Design Document as a Process
Game Concept
Delegate Design
Managing the Design Document
60 Seconds of Gameplay
Core Gameplay
The Walkthrough
Asset Lists
Use of Other Games
Menu Design
Game Mechanics Detail
Write the Manual?
Concept Sketches and Art Style
On Completeness and Uncertainty
On Fulfilled Expectations
that the game design document is
Use Cases Deliver Requirements
Chapter 17: Unified Modeling Language Survival Guide 227
Class Diagrams Are the Keystone of Design
Detailed Syntax of the Class Diagram
The Other Seven Diagrams of UML
Static Diagrams
Dynamic Diagrams
Nominate Functional Leads
Start with the Use Cases
Casual, Frequent Design Review
Nonvisible Requirements
Measure Twice, Cut Once
Goals for the Architecture
Identify Areas of Likely Change
The Quality Assurance Plan
your quality assurance plan
Defect Tracking
Defect Tracking Software
The Testing Plan
How Many Bugs Are Left to Find?
Defect Pooling
Defect Seeding
Political Resistance
When to Release the Game
Two Ways to Estimate a Task
Time Boxing
Task Estimating Task Estimating
Each Shall Estimate Thy Own
Save Your Plans and Compare
Making the Plan
Time Leveling in Project
Let it Jell
How to Distribute the Schedule to
On Leadership
Know What Your Goal Is at All
Chapter 21: Measuring Progress 275
Set Goals, Not Hours
Only Visible Tasks Are Completed
The Daily Journal
Team Meetings
Of Leaves and Gutters
Great Games Satisfy Player Expectations
Chapter 22: Controlling Feature Creep 287
Feature Creep Occurs During
Primary, Secondary, and Tertiary
Feature Walking
Publisher-Suggested Features
Push Independent Tasks to the
Regularly Practice Feature Cutting
Chapter 24: Point Releases vs. Patches 299
Online Games—the Perpetual
Fan Requests Fan Requests
Tools for Creating Patches
User Extensibility—The Magical Patch
Silver Creek Entertainment
Chapter 25: Garage Development Spans the Internet 307
Who Is Trying to Get into Games?
Chapter 26: Getting a Job in the Game Industry 313
Hours of the Game Industry
You Did Not Scare Me—I Love Games AND I
How to Get a Job as a Programmer
Artists and Their Portfolios
How Do I Become a Tester?
I Have a Great Idea for a Game—I Want to Be a
So You Want to Be a Producer
Go to GDC—Free!
What About Those Recruiters?
Resumes, Demo Reels, and the Interview
Honesty vs. Modesty
Chapter 27: Starting a Game Development Company 323
Find a Path
I Have a Plan; Now How Do I Get Started?
Rounding Out Your Development Team
Where to Locate Your Game Company
Lawyer and Accountant
Deciding on the Type of Company
Buy-Sell Agreements
Workman’s Compensation Workman’s Compensation
Liability Insurance
Employee Compensation Programs
401K/IRA/Retirement Benefits 401K/IRA/Retirement Benefits
Project Bonuses
Milestone Bonuses
Stock Options
Trademarks and URLs
War Chests
Music for Games
When to Think About Music
Chapter 28: Outsourcing Music 339
Music Formats Music Formats
What Is Better Than MIDI?
Digitized Sound Formats
How Do You Break Down the Music Bid?
Score Music for Triggered Events
Exploration and Ambient Music
Chase/Battle/Hunting Music Chase/Battle/Hunting Music
Jump Lists
Menu Music
How Many Minutes Do You Really How Many Minutes Do You Really
Live Performance?
Interview with Chris Borders
Chapter 29: Outsourcing Voice 353
Voice-Over Script for the Orc Peon from
Interview with Adam Levenson
Chapter 30: Outsourcing Sound Effects 363
Interview with Mark Gambiano
Animation in Games
Key Framing
Chapter 33: Outsourcing Motion Capture and Animation 381
Motion Capture
How Does Motion Capture Work?
Cleaning up the Motion Data
Planning Your Motion Capture Planning Your Motion Capture
Best Use of Motion Capture
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Game Development and Production

Game Development and Production



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Published by: stocheinevin on Jun 17, 2011
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