Terry Borst is a Writers Guild of America member with credits in feature films, episodic television, and videogames, including the award-winning WING COMMANDER III and WING COMMANDER IV, and Microsoft's space adventure game FREELANCER. He has also taught screenwriting and multimedia design at UCLA, USC, the College of Santa Fe, the Banff Centre for the Arts, Moorpark College and various conferences and workshops.
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 & references as well as serious game demos and presentations.
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 & references as well as serious game demos and presentations.
Table of Contents At A Glance
End to End Game Development
Introduction
Defining Independent Games, Serious Games and Simulations
Setting Up Game Development
Client Management
From Start to Finish: A Walk-Through
Step 1: Determining Project Goals
Needs Analysis:
Task Analysis:
Instructional Design:
Ongoing Documentation:
Step 2: Game Design
Determining Simulation Activities:
Concept Testing, Refinement and Documentation:
Determining Platforms and Tools:
Team Building:
Game Design vs. Instructional Design:
Step 3: Production and Authoring
Media production:
Programming:
Testing and Refining:
Project Management:
Step 4: The Finish Line
Packaging and Distribution:
Assessments:
Your Game - Version 2.0:
Case Studies
Games for Social Change:
Occupational Training Games:
Leadership and Collaboration Games:
Educational Games:
Indy Games:
-----------------------------
Table of Contents At A GlanceEnd to End Game DevelopmentIntroductionDefining Independent Games, Serious Games and SimulationsSetting Up Game DevelopmentClient ManagementFrom Start to Finish: A Walk-ThroughStep 1: Determining Project GoalsNeeds Analysis:Task Analysis:Instructional Design:Ongoing Documentation:Step 2: Game DesignDetermining Simulation Activities:Concept Testing, Refinement and Documentation:Determining Platforms and Tools:Team Building:Game Design vs. Instructional Design:Step 3: Production and AuthoringMedia production:Programming:Testing and Refining:Project Management:Step 4: The Finish LinePackaging and Distribution:Assessments:Your Game - Version 2.0:Case StudiesGames for Social Change:Occupational Training Games:Leadership and Collaboration Games:Educational Games:Indy Games:-----------------------------
Learn from game veterans - the complete process of developing and producing a game from start to finish. The book offers a ROADMAP to ALL phases of creating successful and effective interactive products.
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 & references as well as serious game demos and presentations.
Table of Contents At A Glance
End to End Game Development
Introduction
Defining Independent Games, Serious Games and Simulations
Setting Up Game Development
Client Management
From Start to Finish: A Walk-Through
Step 1: Determining Project Goals
Needs Analysis:
Task Analysis:
Instructional Design:
Ongoing Documentation:
Step 2: Game Design
Determining Simulation Activities:
Concept Testing, Refinement and Documentation:
Determining Platforms and Tools:
Team Building:
Game Design vs. Instructional Design:
Step 3: Production and Authoring
Media production:
Programming:
Testing and Refining:
Project Management:
Step 4: The Finish Line
Packaging and Distribution:
Assessments:
Your Game - Version 2.0:
Case Studies
Games for Social Change:
Occupational Training Games:
Leadership and Collaboration Games:
Educational Games:
Indy Games:
-----------------------------
Inhaltsverzeichnis
Table of Contents At A Glance End to End Game Development Introduction Defining Independent Games, Serious Games and Simulations Setting Up Game Development Client Management From Start to Finish: A Walk-Through Step 1: Determining Project Goals Needs Analysis: Task Analysis: Instructional Design: Ongoing Documentation: Step 2: Game Design Determining Simulation Activities: Concept Testing, Refinement and Documentation: Determining Platforms and Tools: Team Building: Game Design vs. Instructional Design: Step 3: Production and Authoring Media production: Programming: Testing and Refining: Project Management: Step 4: The Finish Line Packaging and Distribution: Assessments: Your Game - Version 2.0: Case Studies Games for Social Change: Occupational Training Games: Leadership and Collaboration Games: Educational Games: Indy Games: -----------------------------
Klappentext
A step-by-step no-nonsense approach to the management and production of independent and serious games. The tools to building games have never been more accessible. This book offers all the info game developers need to create a solid game from start to finish. Veteran game developers and writers Iuppa and Borst offer practical advice and proven processes that will get you well on your way to producing successful interactive products. They offer a gentle roadmap through the complex processes involved in creating successful and effective interactive products.