MTU Library Catalogue

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Game development essentials : online game development / Rick Hall and Jeannie Novak.

By: Hall, Rick.
Contributor(s): Novak, Jeannie, 1966-.
Material type: materialTypeLabelBookPublisher: Clifton Park, NY : Delmar/Cengage Learning, 2008Description: xxii, 271 p. : ill. ; 26 cm.Content type: text Media type: unmediated Carrier type: volumeISBN: 1418052671 ; 9781418052676 .Other title: Online game development.Subject(s): Computer games -- Design | Computer software -- Development | Internet gamesDDC classification: 794.81526
Contents:
Introduction -- Part I: Origins & Planning -- History: where did online games come from? -- Constraints: understand the issues before designing -- Organization: make a plan before you start -- Part II: Design & Marketing -- Content: a structural approach -- Gameplay: multiplayer expectations -- Spin: keep community & marketing in mind -- Part III: Launch & Beyond -- Live!: life after launch -- The Business: understanding the bottom line -- Endgame: bringing everything together.
Holdings
Item type Current library Call number Copy number Status Barcode
General lending MTU Bishopstown Library Lending 794.81526 (Browse shelf(Opens below)) 1 Available 00169694
Total holds: 0

Enhanced descriptions from Syndetics:

With an innovative, business-model approach, Game Development Essentials: Online Game Development provides the essentials needed to achieve long-term success with Massively Multiplayer Online Games (MMOGs). This book takes a significant and valuable departure from traditional game development books by addressing MMOG development as a complex, multi-faceted, service-oriented business, instead of focusing solely on technical, artistic, or design techniques. The resulting multi-dimensional focus allows readers to design their game and organize their development process with the entire business in mind. Coverage includes the key differences between single player games and MMOGs, as well as how the various components of the development process, such as the business model, marketing plan, gaming community and technical constraints, influence one another and determine the success of the MMOG.

Includes bibliographical references (pages 254-262) and index.

Introduction -- Part I: Origins & Planning -- History: where did online games come from? -- Constraints: understand the issues before designing -- Organization: make a plan before you start -- Part II: Design & Marketing -- Content: a structural approach -- Gameplay: multiplayer expectations -- Spin: keep community & marketing in mind -- Part III: Launch & Beyond -- Live!: life after launch -- The Business: understanding the bottom line -- Endgame: bringing everything together.

CIT Module SOFT 7016 - Core reading

Table of contents provided by Syndetics

  • Part I Setup Looking At The Big Picture
  • Chapter 1 History: Where Did Massively Multiplayer Online Games Come From?
  • Chapter 2 Constraints: Understand The Issues Before Starting A Design
  • Chapter 3 Organization: Don?t Start Working Without First Making A Plan
  • Part II Development Transforming A Game Into A Lifestyle
  • Chapter 4 Content: General Design Philosophies And Goals
  • Chapter 5 Vision: Crafting A Personality And Avoiding The Clichés
  • Chapter 6 Spin: Designing With Community, Marketing, And Business
  • Part III Launch It Isn?t A Game Anymore. Now It?s A Business
  • Chapter 7 Live!: So Your Game Has Launched. Now What?
  • Chapter 8 Communities: Navigating The Feedback Of Thousands
  • Chapter 9 Endgame: Where Is It All Going And When Will It End?