Break into the Game Industry: How to Get a Job Making Video Games (Career Series)
معرفی کتاب «Break into the Game Industry: How to Get a Job Making Video Games (Career Series)» نوشتهٔ Adams, Ernest، منتشرشده توسط نشر McGraw-Hill Osborne Media در سال 2004. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
"Ernest Adams has been around the gaming block many times; his industry insights coupled with the developer war stories should give any aspirant that extra edge to break into the game industry." —Jason Della Rocca, Program Director, International Game Developers Association Practical Advice for Landing the Job You Want! Join the fun! Learn how to become part of the excitement and creativity of game development—one of the hottest and most profitable industries today. Author, game designer, and producer Ernest Adams takes you inside the game industry, then delivers an action plan for you to break in—even without any game industry experience. Get great career advice and learn the different jobs that are available. Whether you're a curious gamer, a student, or a career changer seeking immediate help, this handy guide provides the information and insider advice you need to land a job in the game industry. Learn how a game is built and published Understand and acquire the skills you need to get into the industry Discover the inner workings of the game business Get your foot in the door as a game tester or with other entry-level jobs Exercise your creativity as a game designer, artist, producer, or programmer Get the right education for the job you want Gain insightful advice from more than 20 industry professionals Includes hundreds of useful resources for job seekers Ernest Adams’ experience includes over 12 years in the game industry as a lead designer, producer, and software engineer. More than 8 of those years were spent working on the very successful Electronic Arts (EA) Madden franchise. In addition to being a founder of the International Game Developer’s Association, a former Director of the Game Developer’s Conference, Adams writes a well-respected game design column for the popular game industry portal, gamasutra.com. As a high-profile member of the game industry, Adams speaks regularly at the Game Developer’s Conference and has been profiled in many publications including The New York Times. Break into the Game Industry: How to Get A Job Making Video Games 3 Break into the Game Industry: How to Get A Job Making Video Games 3 Copyright 4 Contents 5 DEDICATION 14 Acknowledgments 15 1 A Brief History of Interactive Entertainment 21 Computer Games and Mainframes, 22 Arcade Games and Console Games, 24 Enter the Personal Computer, 24 The Rebirth of Console Games, 26 The IBM PC Arrives, 26 The CD-ROM Changes Everything, 27 Interactive Movies Come ... and Go, 28 3-D Graphics Hardware Reinvents Action Gaming, 29 The Online Explosion, 29 Wrap-up, 30 2 A World of Games 31 Personal Computer Games, 32 Home Console Games, 34 Games in the International Market, 36 How the Xbox Changed the Rules, 37 Arcade Games, 38 Online Games, 38 Handheld Devices, 39 Location-Based Entertainment, 40 Gambling Equipment, 41 Miscellaneous Games, 41 Games Versus Multimedia, 41 Wrap-up, 42 3 How the Game Industry Functions 43 Some Fundamentals, 44 Tracing a Game to Its Source, 46 The Customer 46 The Retailer 48 The Distributor 50 Electronic Arts: A Game Industry Giant 50 The Publisher 52 The Internal/External Cycle 52 The Developer 53 Converting Games to Other Platforms 54 Related Businesses, 55 Console Manufacturers 55 Add-on Manufacturers 56 Product Manufacturers 56 Other Distribution Channels, 57 Online 57 Shareware 58 Rental 59 Bundling 59 “Unsold Returns”: A Game Industry Scam, 59 Gamer Demographics and Markets, 60 “Video Games Are for Kids” 60 “Video Games Are for Boys (and Nerdy Men)” 61 Casual Versus Hardcore 61 Game Genres, 62 Action 62 Strategy and War Games 63 Sports Games 64 Vehicle Simulators 64 Construction and Management Simulations 64 Graphic Adventures 65 Fantasy Role-Playing Games 65 Online Role-Playing Games 65 Puzzle Games and Software Toys 66 Children’s Games 66 The Game Press and Web Sites, 67 Players’ Magazines and Web Sites 67 Industry Publications and Web Sites 68 Wrap-Up, 68 4 Inside the Fun Factory 69 Internal or External Development?, 70 Stage 1: The Brilliant Idea, 70 Evolutionary or Revolutionary? 70 How Publishers Hear about Game Ideas 71 Pitching the Game 72 Stage 2: Pre-Production, 73 Design Work 73 Technical Research and Prototyping 74 Project Planning 76 Going to Full Production 77 The Development Contract 78 Stage 3: Production, 82 The Production Process (and Why It’s Not Your Problem Yet) 83 Jobhunting Tip: Avoiding Incompetent Employers 83 Meetings, Meetings, Meetings! 84 Marketing Activities 84 Stage 4: Testing, 86 Alpha Testing 86 Localization 88 Beta Testing 88 Configuration Testing 89 Disney’s Christmas Configuration Calamity 89 Content Ratings 90 Quality Assurance 90 A QA Failure 91 Licensor and Console Manufacturer Approvals 91 A Sample Development Schedule 92 Stage 5: Manufacturing, 93 Wrap-Up, 95 5 Preparing to Be a Game Developer 97 If You’re Still in Public School, 98 Uncover Your Talents 98 Lay the Foundations 99 Don’t Drop Out! 101 Selecting Your Higher Education, 102 University or Trade School? 102 The Two-Year/Four-Year Question: A Personal View, 105 How to Evaluate the Programs 105 How Do They Feel about Games? 107 What to Study in College, 108 How to Use the Curriculum Framework 108 Color Outside the Lines! 111 Learn about Particular Areas 111 Other Useful Subjects 115 Postgraduate Programs, 116 If You’ve Already Got a Job in Film, TV, or Other Entertainment Media, 117 Your Head Start and Your Handicap 118 Learn about the Differences 119 Breaking in: From Television to Games 119 If You’re in High-Tech Hollywood 120 If You’ve Got a Job Elsewhere in High Technology, 120 Your Head Start and Your Handicap 120 The Legend of Army Battlezone, 121 Learn about the Differences 122 Breaking in: From Silicon Valley to Games 123 Other Ways to Prepare Yourself, 123 Play the Games 124 Breaking in: Playing and Persistence Pay Off, 125 Develop Your Own Games or Game Elements 126 Attend Industry Events 126 Follow the Press 127 Be Your Own Press 127 Take Part in Beta Tests 128 Attend Focus Groups 130 Wrap-Up, 130 6 Skills and Careers in the Game Industry 131 Production Versus Development, 132 Two Different Mindsets 133 What about Internal Development? 133 Internal and External Producers: Still More Confusion! 134 A Warning about Job Titles, Responsibilities, and Org Charts 134 The Two (Well, Three) Types of Career Ladders 135 How Do I Change from One Ladder to Another? 138 Project Organization 138 PROGRAMMING 143 A Day in the Life of an Engine Programmer 143 Talents and Skills 144 Tools 145 Specializations 149 Inside the Job of a Port Programmer 152 Art and Animation, 152 A Day in the Life of a Production Artist 153 Talents and Skills 154 Tools 154 Specializations 157 Audio and Music, 158 A Day in the Life of an Audio Lead 159 Talents and Skills 160 Tools 161 Specializations 162 WRITING 164 A Day in the Life of a Writer 164 Talents and Skills 165 Tools 166 Specializations 166 Game Design, 167 Design Jobs 168 A Day in the Life of a Game Designer 169 Talents and Skills 170 Tools 172 Specializations 172 Producing and Project Management, 173 Production Jobs 173 A Day in the Life of a Producer 177 Talents and Skills 178 Tools 180 Specializations 181 Testing and Quality Assurance, 182 Breaking in: All Experience Is Good Experience 183 Talents and Skills 184 Tools 184 Specializations 185 Non-Development Jobs, 187 Marketing 187 A Day in the Life of a Marketing Director 189 Public Relations 190 Other Entry-Level Jobs, 190 Customer Service 190 Information Technology 190 Warranty Returns 191 Reception 191 Mailroom 191 Wrap-Up, 192 7 How to Get a Job 193 Packaging Yourself as a Professional, 194 Introducing Mary Margaret Walker: Recruiter Extraordinaire 195 Networking: It’s Not What You Know..., 195 Where to Meet Game Developers 196 Researching a Company 198 About Recruiters 198 How to Schmooze 199 Talking about Yourself 200 Be Real! 201 Your Résumé and Cover Letter, 201 Mary Margaret’s Résumé Tips 201 Don’t Get Cute 203 Never Lie, but Always Spin 203 Job-Hunting Tip: Show Them You’re Adaptable 203 More Suggestions about Résumé Content 204 Crafting the Cover Letter 204 Building Your Portfolio or Demo, 206 Mary Margaret’s Tips on Demos 206 More about Demos 207 What about Nudes or Erotic Material? 208 Job-Hunting Tip: Don’t Mail in a Mountain of Stuff! 208 On the Hunt: Finding and Applying for Jobs, 209 How Do You Find the Jobs? 209 Mailing out Your Résumé 210 Handling the Interview, 211 About Phone Interviews 212 Mary Margaret’s Interviewing Tips 212 Dress Properly: Neither Too Poorly nor Too Well 213 Who Will Interview You? 214 Showing Your Demo or Portfolio 215 What about Tests? 216 Job-Hunting Tip: Show Them You’re a Team Player 217 The Compensation Package, 217 Financial Compensation 217 Time-Off Benefits 219 Health-Related Benefits 220 Retirement Plans 222 Miscellaneous Benefits 222 Work Policies 223 NEGOTIATION 223 Reasons to Accept a Lower Salary 225 Reasons NOT to Accept a Lower Salary 226 Get It in Writing 227 Discrimination and Workplace Issues, 227 Women 228 Inside the Job: Advice for Women in the Game Industry, 230 Minorities 231 Gays and Lesbians 235 Non-Western Game Developers 235 Wrap-Up, 236 8 Legal Issues for Creative People 237 First, Three Disclaimers, 238 You Can’t Protect an Idea Alone, 239 The Three Types of Intellectual Property Protection, 239 Copyright 240 Trademark 240 Patents 241 Trade Secrets and Non-Disclosure Agreements, 242 NDAs and Job Interviews 243 Don’t Worry Too Much about Protecting Your Ideas, 243 Understanding Your Employment Contract, 244 It’s Not about the Money 244 Beware: Your Inventions Are Not Your Own! 244 Protecting Your Existing Inventions 245 The California Labor Code on Inventions 246 The Hazards of Moonlighting 247 Moral Rights 248 Your Duty to Protect Your Company’s Property 249 How Come You’re Being Kept in the Dark? 249 Wrap-up, 250 9 The Future of Game Development 251 Bigger Games, Bigger Teams, 252 Bigger Teams Mean More Bureaucracy 252 The Rise of the Content Creators 253 Programmer Specialization 254 Subcontracted Services 254 Spiraling Development Costs and Consequences, 255 Publisher Conservatism 255 Inbreeding 256 Sequels and Sequels to Sequels 257 New Options for New Ideas, 258 Homebrew: Mods, Bots, and Engines 258 Academic Research 259 Video Games as an Art Form 259 Will there Be Another Crash? How Safe Is this Business?, 260 A Few Final Words, 261 A Educational Institutions 263 B IGDA Curriculum Framework 275 WELCOME 276 Contact Info 277 INTRODUCTION 278 About the Framework 278 Overview of Core Topics, 279 Critical Game Studies 280 Games and Society 280 Game Design 280 Game Programming 281 Visual Design 281 Audio Design 281 Interactive Storytelling 282 Game Production 282 Business of Gaming 282 Core Topics Breakdown, 283 Critical Game Studies 283 Games and Society 285 Game Design 287 Game Programming 290 Visual Design 291 Audio Design 293 Interactive Storytelling 294 Game Production 295 Business of Gaming 297 Tying Core Topics to Career Options, 298 Game Studies Scholar and Educator 299 Game Technology Educator 299 Game Journalist 300 Producer 301 Game Designer 302 Level Designer 303 Programmer 304 Game Graphics Artist 305 Game Audio Engineer 306 THANKS 307 C Jobhunting Resources and Development Tools 309 Major Employers in the Game Industry, 310 The IGDA Breaking In Page, 314 Free or Inexpensive Development Tools, 315 Programming Tools 315 Art Tools 316 Audio Tools 316 Office Tools 317 Professional Game Development Web Sites, 317 Console Manufacturers’ Web Sites 318 Game Job Postings 318 Networking Resources, 318 Gatherings 318 Resources for Women 320 Resources for Minorities 320 Miscellaneous Resources 321 Glossary of Game Industry Terms 323 Index 343 Break into the Game Industry: How to Get A Job Making Video Games......Page 3 Copyright......Page 4 Contents......Page 5 DEDICATION......Page 14 Acknowledgments......Page 15 1 A Brief History of Interactive Entertainment......Page 21 Computer Games and Mainframes,......Page 22 Enter the Personal Computer,......Page 24 The IBM PC Arrives,......Page 26 The CD-ROM Changes Everything,......Page 27 Interactive Movies Come ... and Go,......Page 28 The Online Explosion,......Page 29 Wrap-up,......Page 30 2 A World of Games......Page 31 Personal Computer Games,......Page 32 Home Console Games,......Page 34 Games in the International Market,......Page 36 How the Xbox Changed the Rules,......Page 37 Online Games,......Page 38 Handheld Devices,......Page 39 Location-Based Entertainment,......Page 40 Games Versus Multimedia,......Page 41 Wrap-up,......Page 42 3 How the Game Industry Functions......Page 43 Some Fundamentals,......Page 44 The Customer......Page 46 The Retailer......Page 48 Electronic Arts: A Game Industry Giant......Page 50 The Internal/External Cycle......Page 52 The Developer......Page 53 Converting Games to Other Platforms......Page 54 Console Manufacturers......Page 55 Product Manufacturers......Page 56 Online......Page 57 Shareware......Page 58 “Unsold Returns”: A Game Industry Scam,......Page 59 “Video Games Are for Kids”......Page 60 Casual Versus Hardcore......Page 61 Action......Page 62 Strategy and War Games......Page 63 Construction and Management Simulations......Page 64 Online Role-Playing Games......Page 65 Children’s Games......Page 66 Players’ Magazines and Web Sites......Page 67 Wrap-Up,......Page 68 4 Inside the Fun Factory......Page 69 Evolutionary or Revolutionary?......Page 70 How Publishers Hear about Game Ideas......Page 71 Pitching the Game......Page 72 Design Work......Page 73 Technical Research and Prototyping......Page 74 Project Planning......Page 76 Going to Full Production......Page 77 The Development Contract......Page 78 Stage 3: Production,......Page 82 Jobhunting Tip: Avoiding Incompetent Employers......Page 83 Marketing Activities......Page 84 Alpha Testing......Page 86 Beta Testing......Page 88 Disney’s Christmas Configuration Calamity......Page 89 Quality Assurance......Page 90 Licensor and Console Manufacturer Approvals......Page 91 A Sample Development Schedule......Page 92 Stage 5: Manufacturing,......Page 93 Wrap-Up,......Page 95 5 Preparing to Be a Game Developer......Page 97 Uncover Your Talents......Page 98 Lay the Foundations......Page 99 Don’t Drop Out!......Page 101 University or Trade School?......Page 102 How to Evaluate the Programs......Page 105 How Do They Feel about Games?......Page 107 How to Use the Curriculum Framework......Page 108 Learn about Particular Areas......Page 111 Other Useful Subjects......Page 115 Postgraduate Programs,......Page 116 If You’ve Already Got a Job in Film, TV, or Other Entertainment Media,......Page 117 Your Head Start and Your Handicap......Page 118 Breaking in: From Television to Games......Page 119 Your Head Start and Your Handicap......Page 120 The Legend of Army Battlezone,......Page 121 Learn about the Differences......Page 122 Other Ways to Prepare Yourself,......Page 123 Play the Games......Page 124 Breaking in: Playing and Persistence Pay Off,......Page 125 Attend Industry Events......Page 126 Be Your Own Press......Page 127 Take Part in Beta Tests......Page 128 Wrap-Up,......Page 130 6 Skills and Careers in the Game Industry......Page 131 Production Versus Development,......Page 132 What about Internal Development?......Page 133 A Warning about Job Titles, Responsibilities, and Org Charts......Page 134 The Two (Well, Three) Types of Career Ladders......Page 135 Project Organization......Page 138 A Day in the Life of an Engine Programmer......Page 143 Talents and Skills......Page 144 Tools......Page 145 Specializations......Page 149 Art and Animation,......Page 152 A Day in the Life of a Production Artist......Page 153 Tools......Page 154 Specializations......Page 157 Audio and Music,......Page 158 A Day in the Life of an Audio Lead......Page 159 Talents and Skills......Page 160 Tools......Page 161 Specializations......Page 162 A Day in the Life of a Writer......Page 164 Talents and Skills......Page 165 Specializations......Page 166 Game Design,......Page 167 Design Jobs......Page 168 A Day in the Life of a Game Designer......Page 169 Talents and Skills......Page 170 Specializations......Page 172 Production Jobs......Page 173 A Day in the Life of a Producer......Page 177 Talents and Skills......Page 178 Tools......Page 180 Specializations......Page 181 Testing and Quality Assurance,......Page 182 Breaking in: All Experience Is Good Experience......Page 183 Tools......Page 184 Specializations......Page 185 Marketing......Page 187 A Day in the Life of a Marketing Director......Page 189 Information Technology......Page 190 Mailroom......Page 191 Wrap-Up,......Page 192 7 How to Get a Job......Page 193 Packaging Yourself as a Professional,......Page 194 Networking: It’s Not What You Know...,......Page 195 Where to Meet Game Developers......Page 196 About Recruiters......Page 198 How to Schmooze......Page 199 Talking about Yourself......Page 200 Mary Margaret’s Résumé Tips......Page 201 Job-Hunting Tip: Show Them You’re Adaptable......Page 203 Crafting the Cover Letter......Page 204 Mary Margaret’s Tips on Demos......Page 206 More about Demos......Page 207 Job-Hunting Tip: Don’t Mail in a Mountain of Stuff!......Page 208 How Do You Find the Jobs?......Page 209 Mailing out Your Résumé......Page 210 Handling the Interview,......Page 211 Mary Margaret’s Interviewing Tips......Page 212 Dress Properly: Neither Too Poorly nor Too Well......Page 213 Who Will Interview You?......Page 214 Showing Your Demo or Portfolio......Page 215 What about Tests?......Page 216 Financial Compensation......Page 217 Time-Off Benefits......Page 219 Health-Related Benefits......Page 220 Miscellaneous Benefits......Page 222 NEGOTIATION......Page 223 Reasons to Accept a Lower Salary......Page 225 Reasons NOT to Accept a Lower Salary......Page 226 Discrimination and Workplace Issues,......Page 227 Women......Page 228 Inside the Job: Advice for Women in the Game Industry,......Page 230 Minorities......Page 231 Non-Western Game Developers......Page 235 Wrap-Up,......Page 236 8 Legal Issues for Creative People......Page 237 First, Three Disclaimers,......Page 238 The Three Types of Intellectual Property Protection,......Page 239 Trademark......Page 240 Patents......Page 241 Trade Secrets and Non-Disclosure Agreements,......Page 242 Don’t Worry Too Much about Protecting Your Ideas,......Page 243 Beware: Your Inventions Are Not Your Own!......Page 244 Protecting Your Existing Inventions......Page 245 The California Labor Code on Inventions......Page 246 The Hazards of Moonlighting......Page 247 Moral Rights......Page 248 How Come You’re Being Kept in the Dark?......Page 249 Wrap-up,......Page 250 9 The Future of Game Development......Page 251 Bigger Teams Mean More Bureaucracy......Page 252 The Rise of the Content Creators......Page 253 Subcontracted Services......Page 254 Publisher Conservatism......Page 255 Inbreeding......Page 256 Sequels and Sequels to Sequels......Page 257 Homebrew: Mods, Bots, and Engines......Page 258 Video Games as an Art Form......Page 259 Will there Be Another Crash? How Safe Is this Business?,......Page 260 A Few Final Words,......Page 261 A Educational Institutions......Page 263 B IGDA Curriculum Framework......Page 275 WELCOME......Page 276 Contact Info......Page 277 About the Framework......Page 278 Overview of Core Topics,......Page 279 Game Design......Page 280 Audio Design......Page 281 Business of Gaming......Page 282 Critical Game Studies......Page 283 Games and Society......Page 285 Game Design......Page 287 Game Programming......Page 290 Visual Design......Page 291 Audio Design......Page 293 Interactive Storytelling......Page 294 Game Production......Page 295 Business of Gaming......Page 297 Tying Core Topics to Career Options,......Page 298 Game Technology Educator......Page 299 Game Journalist......Page 300 Producer......Page 301 Game Designer......Page 302 Level Designer......Page 303 Programmer......Page 304 Game Graphics Artist......Page 305 Game Audio Engineer......Page 306 THANKS......Page 307 C Jobhunting Resources and Development Tools......Page 309 Major Employers in the Game Industry,......Page 310 The IGDA Breaking In Page,......Page 314 Programming Tools......Page 315 Audio Tools......Page 316 Professional Game Development Web Sites,......Page 317 Gatherings......Page 318 Resources for Minorities......Page 320 Miscellaneous Resources......Page 321 Glossary of Game Industry Terms......Page 323 Index......Page 343 Join the fun! Learn how to become part of the excitement and creativity of game development-one of the hottest and most profitable industries today. Author, game designer, and producer Ernest Adams takes you inside the game industry, then delivers an action plan for you to break in-even without any game industry experience. Get great career advice and learn the different jobs that are available. Whether you're a curious gamer, a student, or a career changer seeking immediate help, this handy guide provides the information and insider advice you need to land a job in the game industry. 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 Publisher's Note: Products purchased from Third Party sellers are not guaranteed by the publisher for quality, authenticity, or access to any online entitlements included with the product. 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. Youll 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.
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