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Author: Brian Allgeier Publisher: Illusion Road ISBN: 0998637521 Category : Games & Activities Languages : en Pages : 236
Book Description
What does a video game director actually do? What guiding principles do they follow while leading a team of game creators? Longtime Ratchet & Clank director, Brian Allgeier, boils down his decades of experience into 101 fully illustrated tips. Written for both aspiring and experienced creative leaders, this book covers the expansive and multi-faceted role of the director, from developing the initial vision to key methods on tackling design, story development, and production challenges. 5 essential qualities of a creative director: 1. Hold the Vision 2. Provide Structure 3. Keep a Creative Toolbox 4. Lead Effectively 5. Know Production For those who are curious about what it takes to be a video game director or want learn more about the art of creative collaboration, this book covers the basic principles for leading and inspiring a team to make great games. "Directing Video Games is a literal loot drop of knowledge, decades of experience concisely and expertly crafted into 101 densely packed tips. Even a page — with no exaggeration — can be transformative to a project’s success." —Brenda Romero, Award winning game designer "This book is one of a kind, and is essential reading for anyone who wants to lead the creation of a video game. It's full of great visuals and excellent advice, and belongs on every game director's bookshelf." —Richard Lemarchand, Associate Professor in the Interactive Media Division, USC "Born of expansive experience, this is a comprehensive book that both beginners and seasoned developers should keep at their side." —Michael John, Program Director of Games and Playable Media, UCSC "Brian has managed an incredible thing—to present a broadly complex, multi-faceted role in bite-sized, easy to digest nuggets of sage advice." —Marcus Smith, Creative Director of Resistance 3 and Sunset Overdrive
Author: Brian Allgeier Publisher: Illusion Road ISBN: 0998637521 Category : Games & Activities Languages : en Pages : 236
Book Description
What does a video game director actually do? What guiding principles do they follow while leading a team of game creators? Longtime Ratchet & Clank director, Brian Allgeier, boils down his decades of experience into 101 fully illustrated tips. Written for both aspiring and experienced creative leaders, this book covers the expansive and multi-faceted role of the director, from developing the initial vision to key methods on tackling design, story development, and production challenges. 5 essential qualities of a creative director: 1. Hold the Vision 2. Provide Structure 3. Keep a Creative Toolbox 4. Lead Effectively 5. Know Production For those who are curious about what it takes to be a video game director or want learn more about the art of creative collaboration, this book covers the basic principles for leading and inspiring a team to make great games. "Directing Video Games is a literal loot drop of knowledge, decades of experience concisely and expertly crafted into 101 densely packed tips. Even a page — with no exaggeration — can be transformative to a project’s success." —Brenda Romero, Award winning game designer "This book is one of a kind, and is essential reading for anyone who wants to lead the creation of a video game. It's full of great visuals and excellent advice, and belongs on every game director's bookshelf." —Richard Lemarchand, Associate Professor in the Interactive Media Division, USC "Born of expansive experience, this is a comprehensive book that both beginners and seasoned developers should keep at their side." —Michael John, Program Director of Games and Playable Media, UCSC "Brian has managed an incredible thing—to present a broadly complex, multi-faceted role in bite-sized, easy to digest nuggets of sage advice." —Marcus Smith, Creative Director of Resistance 3 and Sunset Overdrive
Author: Edward Yung Publisher: CreateSpace ISBN: 9781500768942 Category : Computers Languages : en Pages : 190
Book Description
Edward Yung . I have been working in the video game industry for two and , almost, a half decade. I had different post on many different project , as coordinator, producer and director. In this book I expose all the necessary understanding that one would need to make a good video game. A sort of a “Save the Cat” for gamming , hoping to pass the flam to the younger generations.As social media technology has evolved; so has the video game industry. And today the new thing is to make games build as Apps for tablets and phone. This new approach is absolutely awesome because the methodology to produce the games is much simpler to execute. Which can allow passionate gamers to peruse the creation of their games with , in fact, a complete control. In the book there is all a producers needs to get his head around to start producing. Coming up with the right concept, organize professionally the planning process, start the demo, how to get the resources and crew you need. And how to look for, eventual, financing and distribution. You can use professional sites dedicated to your personal project or you can gather your own small gang to make it happen. Because it would be that easy today, to make a good game ….
Author: Alberto Menache Publisher: Morgan Kaufmann ISBN: 9780124906303 Category : Animation (Cinematography) Languages : en Pages : 268
Book Description
Motion capture is a technique for recording a performance and then translating it into mathematical terms. Animating motion is critical for the development of applications such as animation, virtual environments and video games. Character animation is the process by which natural movements are modelled and digitized so that digital character movements appear as natural as possible. There are three approaches to character animation: keyframe animation, motion capture, and simulation.
Author: Roger Ebert Publisher: Andrews McMeel Publishing ISBN: 0740792199 Category : Performing Arts Languages : en Pages : 1006
Book Description
The most-trusted film critic in America." --USA Today Roger Ebert actually likes movies. It's a refreshing trait in a critic, and not as prevalent as you'd expect." --Mick LaSalle, San Francisco Chronicle America's favorite movie critic assesses the year's films from Brokeback Mountain to Wallace and Gromit: The Curse of the Were-Rabbit. Roger Ebert's Movie Yearbook 2007 is perfect for film aficionados the world over. Roger Ebert's Movie Yearbook 2007 includes every review by Ebert written in the 30 months from January 2004 through June 2006-about 650 in all. Also included in the Yearbook, which is about 65 percent new every year, are: * Interviews with newsmakers such as Philip Seymour Hoffman, Terrence Howard, Stephen Spielberg, Ang Lee, and Heath Ledger, Nicolas Cage, and more. * All the new questions and answers from his Questions for the Movie Answer Man columns. * Daily film festival coverage from Cannes, Toronto, Sundance, and Telluride. *Essays on film issues and tributes to actors and directors who died during the year.
Author: Wendy Despain Publisher: CRC Press ISBN: 0429591764 Category : Computers Languages : en Pages : 318
Book Description
This second edition of Professional Techniques for Video Game Writing is updated with new chapters and new authors, but it’s still a no-nonsense guide to the professional craft of writing for video games. Not only does the text cover story and narrative elements, but it also addresses dialogue, documentation, and strategy guides. Seasoned video game writers each address a different topic, including the best way to break into the video game industry, how to be an efficient part of a team, and the principles of narrative design. The book also offers script samples, technical writing advice, effective writing tips, and suggestions for how to innovate in game narrative. Key Features Comprehensive enough for veterans and accessible enough for novices Goes into detail about how to write tutorials, script doctoring, and writing for AAA games Delivers invaluable experiences directly from writers in the games industry Full of practical advice from industry pros on how to get a job, and then how to get the job done Author Bio Wendy Despain has more than two decades of experience spearheading digital media projects. She has worked with teams around the world as a writer, narrative designer, producer, and consultant on interactive experiences ranging from video games to augmented reality. She’s worked with EA, Disney, Ubisoft, Cartoon Network, PBS, Marvel, and Wargaming. Currently, she’s a Production Director at ArenaNet, makers of the Guild Wars franchise. Her books include: Writing For Videogame Genres: From FPS to RPG Talking to Artists/Talking to Programmers 100 Principles of Game Design
Author: David L. Craddock Publisher: CRC Press ISBN: 1000520242 Category : Computers Languages : en Pages : 388
Book Description
Game Dev Stories: Interviews About Game Development and Culture Volumes 1 and 2 are a collection of interviews from renowned author David L. Craddock as he explores all corners of the video game industry. Collected from the author's archives, Game Dev Stories gathers conversations with individuals from all corners of the industry: Who they are, the paths they paved, and their contributions to this multibillion-dollar industry. This text offers viewpoints from well-known individuals like John Romero, Tom Hall, and Matt Householder. From artists and writers to programmers and designers, Game Dev Stories offers amazing insights and understanding to what occurs behind the screens of your favorite games and may help inspire future game developers in pursuing their dreams.
Author: David L. Craddock Publisher: CRC Press ISBN: 1000433897 Category : Games & Activities Languages : en Pages : 194
Book Description
Game Dev Stories: Interviews About Game Development and Culture Volumes 1 and 2 are a collection of interviews from renowned author David L. Craddock as he explores all corners of the video game industry. Collected from the author's archives, Game Dev Stories gathers conversations with individuals from all corners of the industry: Who they are, the paths they paved, and their contributions to this multibillion-dollar industry. This text offers viewpoints from well-known individuals like John Romero, Tom Hall, and Matt Householder. From artists and writers to programmers and designers, Game Dev Stories offers amazing insights and understanding to what occurs behind the screens of your favorite games and may help inspire future game developers in pursuing their dreams. Author Bio David L. Craddock writes fiction, nonfiction, and grocery lists. He is the author of over a dozen nonfiction books about video game development and culture, including the bestselling Stay Awhile and Listen series, Arcade Perfect: How Pac-Man, Mortal Kombat, and Other Coin-Op Classics Invaded the Living Room, and fiction for young adults, including The Dumpster Club and Heritage: Book One of the Gairden Chronicles. Find him online @davidlcraddock on Twitter.
Author: Lidia Varbanova Publisher: Taylor & Francis ISBN: 1317549007 Category : Business & Economics Languages : en Pages : 426
Book Description
International Entrepreneurship in the Arts focuses on teaching students, artists, and arts managers specific strategies for expanding creative ventures that are already successful domestically to an international audience. Varbanova’s accessible writing outlines a systematic theoretical framework that guides the reader from generating an innovative idea and starting up an international arts enterprise to its sustainable international growth. Applying concepts, models, and tools from international entrepreneurship theory and practice, Varbanova analyzes how these function within the unique setting of the arts and culture sector. The book covers: Domestic inception of an arts enterprise, followed by international expansion Starting up an international arts venture in the early stages of its inception Presenting an arts activity or project in a foreign country or region Financing a startup venture with international resources Implementing diverse models of international partnership Starting up an arts venture that is run by a multinational team Creating an art product with international dimension The book’s 23 case studies and 54 short examples feature disciplines from fine arts and photography to music, theatre, and contemporary dance, and cover ventures in over 20 countries to provide students with practical insight into the issues and challenges facing real arts organizations. Aimed at students interested in the business aspects of arts and cultural ventures, it will also be of use to practitioners looking at ways to internationalize their own enterprises.
Author: Richard Lemarchand Publisher: MIT Press ISBN: 0262362503 Category : Computers Languages : en Pages : 409
Book Description
How to achieve a happier and healthier game design process by connecting the creative aspects of game design with techniques for effective project management. This book teaches game designers, aspiring game developers, and game design students how to take a digital game project from start to finish—from conceptualizing and designing to building, playtesting, and iterating—while avoiding the uncontrolled overwork known among developers as “crunch.” Written by a legendary game designer, A Playful Production Process outlines a process that connects the creative aspects of game design with proven techniques for effective project management. The book outlines four project phases—ideation, preproduction, full production, and post-production—that give designers and developers the milestones they need to advance from the first glimmerings of an idea to a finished game.