You'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 a references as well as serious game demos and presentations.Publishes to: Windows, Mac, Xbox, Wii, iPhone, and theWeb Serious games trackrecord: Torque was usedforbuilding the serious ... Bottom line: Torquea#39;s low cost cana#39;t bebeat, especially given its capabilities across platforms and the availability of relatively lowcost programmers. ... The source codecomes with theengine, allowing usto develop prettymuch any kindof application youcan thinkof. ... He points toits longtrack record and community of developers as two additional strengths.
|Title||:||End-to-End Game Development|
|Author||:||Nick Iuppa, Terry Borst|
|Publisher||:||Taylor & Francis - 2012-10-12|