Postmortems from Game Developer: Insights from the Developers of Unreal Tournament, Black & White, Age of Empire, and Other Top-Selling Games

دانلود کتاب Postmortems from Game Developer: Insights from the Developers of Unreal Tournament, Black & White, Age of Empire, and Other Top-Selling Games

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کتاب Postmortems از بازی Developer: Insights from Developers of Unreal Tournament، Black & White، Age of Empire و دیگر بازی های پرفروش نسخه زبان اصلی

دانلود کتاب Postmortems از بازی Developer: Insights from Developers of Unreal Tournament، Black & White، Age of Empire و دیگر بازی های پرفروش بعد از پرداخت مقدور خواهد بود
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توضیحاتی در مورد کتاب Postmortems from Game Developer: Insights from the Developers of Unreal Tournament, Black & White, Age of Empire, and Other Top-Selling Games

نام کتاب : Postmortems from Game Developer: Insights from the Developers of Unreal Tournament, Black & White, Age of Empire, and Other Top-Selling Games
عنوان ترجمه شده به فارسی : Postmortems از بازی Developer: Insights from Developers of Unreal Tournament، Black & White، Age of Empire و دیگر بازی های پرفروش
سری : Gama Network
نویسندگان :
ناشر : Focal Press
سال نشر : 2003
تعداد صفحات : 353
ISBN (شابک) : 1578202140 , 9781578202140
زبان کتاب : English
فرمت کتاب : pdf
حجم کتاب : 5 مگابایت



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1578202140
Copyright Page
Table of Contents
Introduction: Tales from the Front Line
Section I: Startups
Chapter 1. Irrational Games\' System Shock 2
It\'s the Engine, Stupid
What Went Right
What Went Wrong
Chapter 2. Bohemia Interactive Studios\' Operation Flashpoint
What Went Right
What Went Wrong
Future Dreaming
Chapter 3. Surreal Software\'s Drakan: Order of the Flame
Origins of the Team
Origins of the Beast
What Went Right
What Went Wrong
Onward to the Next Project
Chapter 4. Pseudo Interactive\'s Cel Damage
What Went Right
What Went Wrong
Damage Control
Chapter 5. Nihilistic Software\'s Vampire: The Masquerade„Redemption
What Went Right
What Went Wrong
At Last, Redemption
Chapter 6. Ensemble\'s Age of Empires
Designing the Past Perfect
Blazing the Multiplayer Path
Painting the Scene
Going for Speed
Things That Worked Out (S)well
Things That Went Wrong Or We Could Have Done Better
Patching It All Up
Section II: Sequels and Sophomore Outings
Chapter 7. Blizzard Entertainment\'s Diablo II
What Went Right
What Went Wrong
The Final Word
Chapter 8. Epic Games\' Unreal Tournament
Early Development
A Game Takes Shape
New Code, New Features
In the End, It All Worked Out
What Went Right
What Went Wrong
Where We Go from Here
Chapter 9. Westwood Studios\' Tiberian Sun
What Went Right
What Went Wrong
Overall Tips
Chapter 10. Ensemble Studios\' Age of Empires II: The Age of Kings
Catching Up
Designing a Sequel
What Went Right
What Went Wrong
The Show Goes On
Chapter 11. Presto Studios\' Myst III: Exile
What Went Right
What Went Wrong
Closing Thoughts
Chapter 12. Poptop Software\'s Tropico
What Went Right
What Went Wrong
In Hindsight
Section III: Managing Innovation
Chapter 13. Lionhead Studios\' Black & White
What Went Right
What Went Wrong
\"Just More
Chapter 14. Bungie Software\'s Myth: The Fallen Lords
The Making of a Legend, er, Myth
What Went Right
What Went Wrong
Post-Release Reactions
Chapter 15. Looking Glass\'s Thief: The Dark Project
The Concept
What Went Right
What Went Wrong
Stepping Back from the Project
Chapter 16. DreamWorks Interactive\'s Trespasser
An Ambitious Project
The Concept
What Went Right
What Went Wrong
Lessons Learned
Chapter 17. Ion Storm\'s Deus Ex
What Went Right
What Went Wrong
The Bottom Line
Chapter 18. Naughty Dog\'s JAK & Daxter: The Precursor Legacy
What Went Right
What Went Wrong
The Legacy
Section IV: Building on a License
Chapter 19. LucasArts\' Star Wars™ Starfighter
What Went Right
What Went Wrong
Back to Earth
Chapter 20. Raven Software\'s Star Trek™: Voyager—Elite Force
What Went Right
Final Thoughts
Chapter 21. Red Storm Entertainment\'s Rainbow Six
The Concept
The Production
What Went Right
What Went Wrong
In the End
Chapter 22. Raven Software\'s Soldier of Fortune
What Went Right
What Went Wrong
A Direct Hit
Section V: The Online Frontier
Chapter 23. Mythic Entertainment\'s Dark Age of Camelot
What Went Right
What Went Wrong
For the Ages
Chapter 24. Multitude\'s Fireteam
Brief History
Fireteam\'s Components
Who Worked on Fireteam
What Went Right
What Went Wrong
Evolving Right Along
Chapter 25. Turbine\'s Asheron\'s Call
What Went Right
What Went Wrong
A Unique Company Résumé
Afterword Independent Game Development
Appendix A Game Development Team Roles
Artist
Audio
Designer
Producer
Programmer
Quality Assurance
Glossary
Index of Game Titles & Developers
Index
Onwards




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