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国際標準書誌記述(ISBD)
Distributed game development[electro...
~
Fields, Tim.
Distributed game development[electronic resource] :harnessing global talent to create winning games /
レコード種別:
言語・文字資料 (印刷物) : 単行資料
[NT 15000414] null:
794.8/1526
タイトル / 著者:
Distributed game development : harnessing global talent to create winning games // Tim Fields.
著者:
Fields, Tim.
出版された:
Burlington, MA : : Focal Press,, c2010.
記述:
1 online resource (xi, 228 p.) : : ill.
注記:
Includes index.
主題:
Computer games - Programming.
主題:
Computer software - Development.
主題:
Electronic data processing - Distributed processing.
主題:
GAMES - Video & Electronic.
国際標準図書番号 (ISBN) :
9780240812717
国際標準図書番号 (ISBN) :
0240812719
国際標準図書番号 (ISBN) :
9780240812724 (electronic bk.)
国際標準図書番号 (ISBN) :
0240812727 (electronic bk.)
[NT 15000228] null:
Distributed Game Development -- Introduction -- i. Overview -- ii. Who is this document for? -- Preamble on Distributed Development -- i. Why would you have distributed development? -- ii. Who we will meet in our case studies, and why we care about what they have to say. -- Chapter 1: Organizing Your Teams -- i. Types of Distributed Collaboration: How to Know what you need -- ii. How to pick external collaborators -- a. INTERVIEW: Fay Griffith -- Head of outsourcing and external development, Electronic Arts. On How to Select Partners -- iii. How to pick an external team -- iv. Insourcing -- v. Roles & Responsibilities -- a. INTERVIEW: Sergio Rosas -- Studio Head CGBot, Monterrey Mexico. On Tailoring Creation Teams for Different Clients -- vi. Subcontractors -- vii. Quality Assurance -- viii. Localization -- ix. Infrastructure -- x. The contract and other legal issues -- xi. Failure Study: When the Organization phase went wrong. -- Chapter 2: Getting off on the right foot -- i. Defining project parameters -- 1. Scheduling Goals, Techniques, Milestones -- ii. Make sure you have a shared vision. -- a. INTERVIEW: Bill Byrne -- Freelance Motion Graphics Editor. Setting project tone through visuals. -- iii. Kickoff Meetings -- iv. Scheduling Types & Tactics -- 1. SCRUM/AGILE vs. WATERFALL -- a. INTERVIEW: Everett Lee -- Producer, Sony Entertainment.?How to lead great teams through more agile planning. -- v. Failure Study: When the schedule is wrong. -- vi. Failure Study: When your vision is clouded. -- Chapter 3: Maintaining the organism -- i. Establishing & Maintaining Trust -- a. INTERVIEW: Kyle Clark -- VP Production, ReelFX. Delivering content to spec for motion pictures & television. -- ii. Progress Checkpoints -- iii. Milestones -- iv. How to deal with product goal or design changes -- a. INTERVIEW: Rhett Bennatt -- Project Manager, Aspyre Entertainment. Nimble projects for maximum profits. -- v. Cross Pollination -- vi. Finaling and product submission -- vii. Planning for your next date -- viii. Failure Study: Feature Creep and the carnival of design changes. -- Chapter 4: Site Visits -- i. Site visits -- ii. Who to send & why -- iii. When to go? -- a. INTERVIEW: Michael Wyman -- Founder, Big Splash Entertainment. Distributed development for Casual Games. -- iv. Representing your company and the project while on site. -- v. Communication -- vi. Language barriers -- vii. Dealing with distractions -- viii. Cultural Differences -- a. INTERVIEW: Frank Klier -- Senior Technical Director, Microsoft. Coordinating technical solutions across cultural boundaries. -- ix. Regional Conditions -- x. Helpful Tools for staying in touch with home base -- xi. Failure Study: What happens when communication between home base and the field goes awry. -- Chapter 5: Common Situations -- i. Hot Potato Projects -- a. INTERVIEW: Mark Greenshields -- President, Firebrand Games. Delivering quality products on time. -- ii. Crisis Management -- iii. The constantly moving target -- iv. Bug Counts / Defect management -- v. Localization -- vi. Central Content Teams -- vii. Central Tech Groups -- viii. Sense of Urgency -- a. INTERVIEW: Dave Hawkins -- Managing Director, Exient LTD. How to select projects for your development team. -- ix. Failure Case: When the bugs eat you. -- Conclusions: -- i. Wrapping it up -- ii. What the future holds -- iii. Where to get more information -- iv. Helpful templates.
[NT 15000229] null:
Take control of your global game development team and make successful AAA game titles using the 'Distributed Development' model. Game industry veteran Tim Fields teaches you how to evaluate game deals, how to staff teams for highly distributed game development, and how to maintain challenging relationships in order to get great games to market. This book is filled with interviews with a broad spectrum of industry experts from top game publishers and business owners in the US and UK. A supplementary web site provides interviews from the book, a forum where developers and publishers can connect, and additional tips and tricks. Topics include: - Building a core team that excels at working with external development partners. - Finding and Evaluating studios and publishers to help get your game built. - Effectively dividing up game projects into parts that can be distributed. - Saving your teams from the brutality of crunch. - Running your projects more efficiently and achieve better results. - Includes interviews with game producers from Sony Online Entertainment, Disney Online, Blue Castle Games, Firebrand Games, Aspyr Games, and 2K Sports.
電子資源:
http://www.sciencedirect.com/science/book/9780240812717
Distributed game development[electronic resource] :harnessing global talent to create winning games /
Fields, Tim.
Distributed game development
harnessing global talent to create winning games /[electronic resource] :Tim Fields. - Burlington, MA :Focal Press,c2010. - 1 online resource (xi, 228 p.) :ill.
Includes index.
Distributed Game Development -- Introduction -- i. Overview -- ii. Who is this document for? -- Preamble on Distributed Development -- i. Why would you have distributed development? -- ii. Who we will meet in our case studies, and why we care about what they have to say. -- Chapter 1: Organizing Your Teams -- i. Types of Distributed Collaboration: How to Know what you need -- ii. How to pick external collaborators -- a. INTERVIEW: Fay Griffith -- Head of outsourcing and external development, Electronic Arts. On How to Select Partners -- iii. How to pick an external team -- iv. Insourcing -- v. Roles & Responsibilities -- a. INTERVIEW: Sergio Rosas -- Studio Head CGBot, Monterrey Mexico. On Tailoring Creation Teams for Different Clients -- vi. Subcontractors -- vii. Quality Assurance -- viii. Localization -- ix. Infrastructure -- x. The contract and other legal issues -- xi. Failure Study: When the Organization phase went wrong. -- Chapter 2: Getting off on the right foot -- i. Defining project parameters -- 1. Scheduling Goals, Techniques, Milestones -- ii. Make sure you have a shared vision. -- a. INTERVIEW: Bill Byrne -- Freelance Motion Graphics Editor. Setting project tone through visuals. -- iii. Kickoff Meetings -- iv. Scheduling Types & Tactics -- 1. SCRUM/AGILE vs. WATERFALL -- a. INTERVIEW: Everett Lee -- Producer, Sony Entertainment.?How to lead great teams through more agile planning. -- v. Failure Study: When the schedule is wrong. -- vi. Failure Study: When your vision is clouded. -- Chapter 3: Maintaining the organism -- i. Establishing & Maintaining Trust -- a. INTERVIEW: Kyle Clark -- VP Production, ReelFX. Delivering content to spec for motion pictures & television. -- ii. Progress Checkpoints -- iii. Milestones -- iv. How to deal with product goal or design changes -- a. INTERVIEW: Rhett Bennatt -- Project Manager, Aspyre Entertainment. Nimble projects for maximum profits. -- v. Cross Pollination -- vi. Finaling and product submission -- vii. Planning for your next date -- viii. Failure Study: Feature Creep and the carnival of design changes. -- Chapter 4: Site Visits -- i. Site visits -- ii. Who to send & why -- iii. When to go? -- a. INTERVIEW: Michael Wyman -- Founder, Big Splash Entertainment. Distributed development for Casual Games. -- iv. Representing your company and the project while on site. -- v. Communication -- vi. Language barriers -- vii. Dealing with distractions -- viii. Cultural Differences -- a. INTERVIEW: Frank Klier -- Senior Technical Director, Microsoft. Coordinating technical solutions across cultural boundaries. -- ix. Regional Conditions -- x. Helpful Tools for staying in touch with home base -- xi. Failure Study: What happens when communication between home base and the field goes awry. -- Chapter 5: Common Situations -- i. Hot Potato Projects -- a. INTERVIEW: Mark Greenshields -- President, Firebrand Games. Delivering quality products on time. -- ii. Crisis Management -- iii. The constantly moving target -- iv. Bug Counts / Defect management -- v. Localization -- vi. Central Content Teams -- vii. Central Tech Groups -- viii. Sense of Urgency -- a. INTERVIEW: Dave Hawkins -- Managing Director, Exient LTD. How to select projects for your development team. -- ix. Failure Case: When the bugs eat you. -- Conclusions: -- i. Wrapping it up -- ii. What the future holds -- iii. Where to get more information -- iv. Helpful templates.
Take control of your global game development team and make successful AAA game titles using the 'Distributed Development' model. Game industry veteran Tim Fields teaches you how to evaluate game deals, how to staff teams for highly distributed game development, and how to maintain challenging relationships in order to get great games to market. This book is filled with interviews with a broad spectrum of industry experts from top game publishers and business owners in the US and UK. A supplementary web site provides interviews from the book, a forum where developers and publishers can connect, and additional tips and tricks. Topics include: - Building a core team that excels at working with external development partners. - Finding and Evaluating studios and publishers to help get your game built. - Effectively dividing up game projects into parts that can be distributed. - Saving your teams from the brutality of crunch. - Running your projects more efficiently and achieve better results. - Includes interviews with game producers from Sony Online Entertainment, Disney Online, Blue Castle Games, Firebrand Games, Aspyr Games, and 2K Sports.
ISBN: 9780240812717
Source: 1048606:10487351Elsevier Science & Technologyhttp://www.sciencedirect.comSubjects--Topical Terms:
403441
Computer games
--Programming.Index Terms--Genre/Form:
336502
Electronic books.
LC Class. No.: QA76.76.C672 / F55 2010
Dewey Class. No.: 794.8/1526
Distributed game development[electronic resource] :harnessing global talent to create winning games /
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Distributed Game Development -- Introduction -- i. Overview -- ii. Who is this document for? -- Preamble on Distributed Development -- i. Why would you have distributed development? -- ii. Who we will meet in our case studies, and why we care about what they have to say. -- Chapter 1: Organizing Your Teams -- i. Types of Distributed Collaboration: How to Know what you need -- ii. How to pick external collaborators -- a. INTERVIEW: Fay Griffith -- Head of outsourcing and external development, Electronic Arts. On How to Select Partners -- iii. How to pick an external team -- iv. Insourcing -- v. Roles & Responsibilities -- a. INTERVIEW: Sergio Rosas -- Studio Head CGBot, Monterrey Mexico. On Tailoring Creation Teams for Different Clients -- vi. Subcontractors -- vii. Quality Assurance -- viii. Localization -- ix. Infrastructure -- x. The contract and other legal issues -- xi. Failure Study: When the Organization phase went wrong. -- Chapter 2: Getting off on the right foot -- i. Defining project parameters -- 1. Scheduling Goals, Techniques, Milestones -- ii. Make sure you have a shared vision. -- a. INTERVIEW: Bill Byrne -- Freelance Motion Graphics Editor. Setting project tone through visuals. -- iii. Kickoff Meetings -- iv. Scheduling Types & Tactics -- 1. SCRUM/AGILE vs. WATERFALL -- a. INTERVIEW: Everett Lee -- Producer, Sony Entertainment.?How to lead great teams through more agile planning. -- v. Failure Study: When the schedule is wrong. -- vi. Failure Study: When your vision is clouded. -- Chapter 3: Maintaining the organism -- i. Establishing & Maintaining Trust -- a. INTERVIEW: Kyle Clark -- VP Production, ReelFX. Delivering content to spec for motion pictures & television. -- ii. Progress Checkpoints -- iii. Milestones -- iv. How to deal with product goal or design changes -- a. INTERVIEW: Rhett Bennatt -- Project Manager, Aspyre Entertainment. Nimble projects for maximum profits. -- v. Cross Pollination -- vi. Finaling and product submission -- vii. Planning for your next date -- viii. Failure Study: Feature Creep and the carnival of design changes. -- Chapter 4: Site Visits -- i. Site visits -- ii. Who to send & why -- iii. When to go? -- a. INTERVIEW: Michael Wyman -- Founder, Big Splash Entertainment. Distributed development for Casual Games. -- iv. Representing your company and the project while on site. -- v. Communication -- vi. Language barriers -- vii. Dealing with distractions -- viii. Cultural Differences -- a. INTERVIEW: Frank Klier -- Senior Technical Director, Microsoft. Coordinating technical solutions across cultural boundaries. -- ix. Regional Conditions -- x. Helpful Tools for staying in touch with home base -- xi. Failure Study: What happens when communication between home base and the field goes awry. -- Chapter 5: Common Situations -- i. Hot Potato Projects -- a. INTERVIEW: Mark Greenshields -- President, Firebrand Games. Delivering quality products on time. -- ii. Crisis Management -- iii. The constantly moving target -- iv. Bug Counts / Defect management -- v. Localization -- vi. Central Content Teams -- vii. Central Tech Groups -- viii. Sense of Urgency -- a. INTERVIEW: Dave Hawkins -- Managing Director, Exient LTD. How to select projects for your development team. -- ix. Failure Case: When the bugs eat you. -- Conclusions: -- i. Wrapping it up -- ii. What the future holds -- iii. Where to get more information -- iv. Helpful templates.
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