Insights from the Developers of Unreal Tournament, Black & White, Age of Empire, and Other Top-Selling Games
Omschrijving
Explains how to manage projects in game production by examining the development process of actual games, covering startups, sequels, innovation, building on a license, and online gaming The popular Postmortem column in "Game Developer" magazine features firsthand accounts of how some of the most important and successful games have been made. This book organizes the articles by theme along with other analysis to reveal successful management techniques. Introduction: Tales from the Front Line
ix
SECTION I STARTUPS
1(74)
Irrational Games' SYSTEM SHOCK 2
5(14)
by jonathan chey
It's the Engine, Stupid
7(1)
What Went Right
7(5)
What Went Wrong
12(7)
Bohemia Interactive Studios' OPERATION FLASHPOINT
19(10)
by marek spanel and ondrej spanel
What Went Right
21(3)
What Went Wrong
24(4)
Future Dreaming
28(1)
Surreal Software's DRAKAN: ORDER OF THE FLAME
29(12)
by stuart denman
Origins of the Team
29(1)
Origins of the Beast
30(1)
What Went Right
31(5)
What Went Wrong
36(4)
Onward to the Next Project
40(1)
Pseudo Interactive's CEL DAMAGE
41(10)
by kevin barrett, john harley, rich hilmer, daniel posner, gary snyder, and david wu
What Went Right
42(5)
What Went Wrong
47(3)
Damage Control
50(1)
Nihilistic Software's VAMPIRE: THE MASQUERADE-REDEMPTION
51(12)
by robert huebner
What Went Right
53(5)
What Went Wrong
58(3)
At Last, Redemption
61(2)
Ensemble's AGE OF EMPIRES
63(12)
by matt pritchard
Designing the Past Perfect
63(2)
Blazing the Multiplayer Path
65(1)
Painting the Scene
66(1)
Going for Speed
67(1)
Things That Worked Out (S)well
68(2)
Things That Went Wrong Or We Could Have Done Better
70(3)
Patching It All Up
73(2)
SECTION II SEQUELS AND SOPHOMORE OUTINGS
75(72)
Blizzard Entertainment's DIABLO II
79(12)
by erich schaefer
What Went Right
81(5)
What Went Wrong
86(4)
The Final Word
90(1)
Epic Games' UNREAL TOURNAMENT
91(12)
by brandon reinhart
Early Development
91(1)
A Game Takes Shape
92(2)
New Code, New Features
94(1)
In the End, It All Worked Out
95(1)
What Went Right
96(4)
What Went Wrong
100(2)
Where We Go from Here
102(1)
Westwood Studios' TIBERIAN SUN
103(12)
by rade stojsavljevic
What Went Right
104(5)
What Went Wrong
109(4)
Overall Tips
113(2)
Ensemble Studios' AGE OF EMPIRES II: THE AGE OF KINGS
115(12)
by matt pritchard
Catching Up
115(1)
Designing a Sequel
115(2)
What Went Right
117(4)
What Went Wrong
121 (3)
Show Goes On
124(3)
Presto Studios' MYST III: Exile
127(10)
by greg uhler
What Went Right
128(5)
What Went Wrong
133(2)
Closing Thoughts
135(2)
Poptop Software's TROPICO
137(10)
by brent smith
What Went Right
138(3)
What Went Wrong
141(5)
In Hindsight
146(1)
SECTION III MANAGING INNOVATION
147(72)
Lionhead Studios' BLACK & WHITE
151(10)
by peter molyneux
What Went Right
152(4)
What Went Wrong
156(4)
"Just More"
160(1)
Bungle Software's MYTH: THE FALLEN LORDS
161(10)
by jason regier
The Making of a Legend, er, Myth
162(1)
What Went Right
163(2)
What Went Wrong
165(3)
Post-Release Reactions
168(3)
Looking Glass's THIEF: THE DARK PROJECT
171(12)
by tom leonard
The Concept
171(2)
What Went Right
173(5)
What Went Wrong
178(3)
Stepping Back from the Project
181(2)
DreamWorks Interactive's TRESPASSER
183(12)
by richard wyckoff
An Ambitious Project
183(1)
The Concept
183(1)
What Went Right
184(4)
What Went Wrong
188(5)
Lessons Learned
193(2)
Ion Storm's DEus Ex
195(14)
by warren spector
What Went Right
196(6)
What Went Wrong
202(5)
The Bottom Line
207(2)
Naughty Dog's JAK & DAXTER: THE PRECURSOR LEGACY
209(10)
by stephen white
What Went Right
210(4)
What Went Wrong
214(3)
The Legacy
217(2)
SECTION IV BUILDING ON A LICENSE
219(54)
LucasArts' STAR WAR STM STARFIGHTER
223(14)
by chris corry
What Went Right
225(6)
What Went Wrong
231(4)
Back to Earth
235(2)
Raven Software's STAR TREK TM: VOYAGER-ELITE FORCE
237(14)
by brian pelletier, michael gummelt, and james monroe
What Went Right
239(6)
What Went Wrong
245(4)
Final Thoughts
249(2)
Red Storm Entertainment's RAINBOW SIX
251(8)
by brian upton
The Concept
251 (1)
The Production
252(3)
What Went Right
255(2)
What Went Wrong
257(1)
In the End
258(1)
Raven Software's SOLDIER OF FORTUNE
259(14)
by eric biessman & rick johnson
What Went Right
261(4)
What Went Wrong
265(5)
A Direct Hit
270(3)
SECTION V THE ONLINE FRONTIER
273
Mythic Entertainment's DARK AGE OF CAMELOT
277(10)
by matt firor
What Went Right
281(2)
What Went Wrong
283(2)
For the Ages
285(2)
Multitude's FIRETEAM
287(12)
by art min
Brief History
288(1)
FIRETEAM's Components
289(1)
Who Worked on FIRETEAM
289(1)
What Went Right
290(3)
What Went Wrong
293(4)
Evolving Right Along
297(2)
Turbine's ASHERON'S CALL
299(11)
by toby ragaini
What Went Right
301(5)
What Went Wrong
306(3)
A Unique Company Resume
309(1)
Afterword Independent Game Development
310(3)
Appendix A Game Development Team Roles
313(4)
Artist
313(1)
Audio
314(1)
Designer
314(1)
Producer
315(1)
Programmer
315(1)
Quality Assurance
315(2)
Glossary
317(2)
Index of Game Titles & Developers
319(4)
Index
323
Ik heb een vraag over het boek: ‘Postmortems from Game Developer - Grossman, Austin’.
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