End-to-end Game Development: Creating Independent Serious Games and Simulations from Start to FinishYou'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. |
Other editions - View all
End-to-End Game Development: Creating Independent Serious Games and ... Nick Iuppa,Terry Borst Limited preview - 2012 |
End-to-End Game Development: Creating Independent Serious Games and ... Nick Iuppa,Terry Borst Limited preview - 2012 |
Common terms and phrases
able action activity allow analysis application approach assessment audio become begin better budget build challenges Chapter client complete concept continue contract costs course create creative credits critical decision design document discussed distribution document don’t effective environment example experience feel FIGURE final fire firefighters Fully game development game engines gameplay give goal graphics ideas important instructional design interactive Involved issues keep kind learning look marketing meeting objectives organization package performance person platform play players possible presentation probably problem production prototype require serious game simulation situation skills specific steps sure talk task teach Technologies testing things Windows you’re