Break Into The Game Industry How To Get A Job Making Video Games
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Author |
: Ernest Adams |
Publisher |
: McGraw Hill Professional |
Total Pages |
: 353 |
Release |
: 2003-06-09 |
ISBN-10 |
: 9780072252668 |
ISBN-13 |
: 0072252669 |
Rating |
: 4/5 (68 Downloads) |
Synopsis Break Into The Game Industry: How to Get A Job Making Video Games by : Ernest Adams
Find out from an industry veteran exactly what you need to do to become a game designer, tester, artist, producer, programmer, writer, soundtrack composer, videographer, or sales/marketing professional. You’ll get full-spectrum coverage of positions available within the game industry as well as details on how a game is created--from start to finish--and much more.
Author |
: Jason W. Bay |
Publisher |
: |
Total Pages |
: 124 |
Release |
: 2017-07-04 |
ISBN-10 |
: 0692920927 |
ISBN-13 |
: 9780692920923 |
Rating |
: 4/5 (27 Downloads) |
Synopsis Start Your Video Game Career by : Jason W. Bay
Learn how to start your career making video games from game industry expert Jason W. Bay! This practical "question and answer" book offers insider advice, information, and inspiration on how to get a job and grow your career making video games.
Author |
: Brenda Brathwaite |
Publisher |
: Course Technology |
Total Pages |
: 0 |
Release |
: 2012 |
ISBN-10 |
: 1435458044 |
ISBN-13 |
: 9781435458048 |
Rating |
: 4/5 (44 Downloads) |
Synopsis Breaking Into the Game Industry by : Brenda Brathwaite
Provides an overview of the game industry and offers advice from experienced professionals on entering the video game industry.
Author |
: George Skaff Elias |
Publisher |
: MIT Press |
Total Pages |
: 331 |
Release |
: 2020-12-08 |
ISBN-10 |
: 9780262542692 |
ISBN-13 |
: 0262542692 |
Rating |
: 4/5 (92 Downloads) |
Synopsis Characteristics of Games by : George Skaff Elias
Understanding games--whether computer games, card games, board games, or sports--by analyzing certain common traits. Characteristics of Games offers a new way to understand games: by focusing on certain traits--including number of players, rules, degrees of luck and skill needed, and reward/effort ratio--and using these characteristics as basic points of comparison and analysis. These issues are often discussed by game players and designers but seldom written about in any formal way. This book fills that gap. By emphasizing these player-centric basic concepts, the book provides a framework for game analysis from the viewpoint of a game designer. The book shows what all genres of games--board games, card games, computer games, and sports--have to teach each other. Today's game designers may find solutions to design problems when they look at classic games that have evolved over years of playing.
Author |
: Ian Bogost |
Publisher |
: U of Minnesota Press |
Total Pages |
: 194 |
Release |
: 2011-08-05 |
ISBN-10 |
: 9781452933122 |
ISBN-13 |
: 145293312X |
Rating |
: 4/5 (22 Downloads) |
Synopsis How to Do Things with Videogames by : Ian Bogost
In recent years, computer games have moved from the margins of popular culture to its center. Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with Videogames, Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the medium’s ability to create complex simulated realities. Bogost, a leading scholar of videogames and an award-winning game designer, explores the many ways computer games are used today: documenting important historical and cultural events; educating both children and adults; promoting commercial products; and serving as platforms for art, pornography, exercise, relaxation, pranks, and politics. Examining these applications in a series of short, inviting, and provocative essays, he argues that together they make the medium broader, richer, and more relevant to a wider audience. Bogost concludes that as videogames become ever more enmeshed with contemporary life, the idea of gamers as social identities will become obsolete, giving rise to gaming by the masses. But until games are understood to have valid applications across the cultural spectrum, their true potential will remain unrealized. How to Do Things with Videogames offers a fresh starting point to more fully consider games’ progress today and promise for the future.
Author |
: Sam R. Kennedy |
Publisher |
: Watson-Guptill |
Total Pages |
: 162 |
Release |
: 2013-05-14 |
ISBN-10 |
: 9780823008094 |
ISBN-13 |
: 0823008096 |
Rating |
: 4/5 (94 Downloads) |
Synopsis How to Become a Video Game Artist by : Sam R. Kennedy
Become a Player in the Business of Video Game Art Every year video games generate billions of dollars and some of the most dynamic and engaging artwork today. It’s an ever-growing field that holds great professional opportunity, but you need the right skills and savvy if you want to stake your claim. In How to Become a Video Game Artist, veteran video game designer Sam R. Kennedy provides the inside track on everything you need to forge a career in the world of video game art. Starting with the basics of game creation and a look at the artistic skills necessary to get started, Kennedy spotlights specific, key roles for creators—from concept artists to character animators to marketing artists and beyond. Each chapter features screenshots from popular video games like Tom Clancy’s Ghost Recon and World of Warcraft; interviews with video game art professionals who’ve worked for top gaming companies like BioWare, Blizzard, and Ubisoft; step-by-step examples of actual game art; and detailed breakdowns of the training and portfolio samples you’ll need to make these jobs your own. For anyone who wants to go from gamer to game designer, this book contains all the secrets you’ll need to rise to the top of one of the most exciting industries of our time.
Author |
: Tom Bissell |
Publisher |
: Vintage |
Total Pages |
: 258 |
Release |
: 2011-06-14 |
ISBN-10 |
: 9780307474315 |
ISBN-13 |
: 0307474313 |
Rating |
: 4/5 (15 Downloads) |
Synopsis Extra Lives by : Tom Bissell
In Extra Lives, acclaimed writer and life-long video game enthusiast Tom Bissell takes the reader on an insightful and entertaining tour of the art and meaning of video games. In just a few decades, video games have grown increasingly complex and sophisticated, and the companies that produce them are now among the most profitable in the entertainment industry. Yet few outside this world have thought deeply about how these games work, why they are so appealing, and what they are capable of artistically. Blending memoir, criticism, and first-rate reportage, Extra Lives is a milestone work about what might be the dominant popular art form of our time.
Author |
: Brown Joshua |
Publisher |
: |
Total Pages |
: 138 |
Release |
: 2014-01-10 |
ISBN-10 |
: 190922961X |
ISBN-13 |
: 9781909229617 |
Rating |
: 4/5 (1X Downloads) |
Synopsis How To Become A Game Designer by : Brown Joshua
Author |
: Marc Mencher |
Publisher |
: New Riders Publishing |
Total Pages |
: 324 |
Release |
: 2003 |
ISBN-10 |
: 0735713073 |
ISBN-13 |
: 9780735713079 |
Rating |
: 4/5 (73 Downloads) |
Synopsis Get in the Game! by : Marc Mencher
Learn from industry insiders at Sony, Pixar, InfoGames, Electronic Arts and Midway about how they got in the game. Despite the fact that the games industry has now surpassed films in terms of size and revenues, there is a dearth of information on how to get a job in the industry.This book answers those questions.
Author |
: Charles Wilson |
Publisher |
: Macmillan + ORM |
Total Pages |
: 342 |
Release |
: 2016-06-21 |
ISBN-10 |
: 9781250126948 |
ISBN-13 |
: 1250126940 |
Rating |
: 4/5 (48 Downloads) |
Synopsis Game Plan by : Charles Wilson
National bestselling author Charles Wilson delivers a cutting-edge thriller based on real-life experiments at improving human intelligence currently underway in both government and private circles. Imagine a computer chip no bigger than the tip of a pencil. This chip, if implanted in a human brain, could give someone encyclopedic knowledge, lightning-fast reflexes and superior learning skills. In a remote military hospital in Montana, an experiment is being performed: implant the chip into the brains of five volunteers. These volunteers, four men and one woman, are all serving life sentences in prison. The experiment works...but the five criminals escape. One young doctor is pulled into the intrigue by the baffling murder of his medical school mentor. Can this one doctor stop the conspiracy of five powerful opponents...whose driving desire is absolute and total control?