紀錄類型: |
書目-電子資源
: Monograph/item
|
正題名/作者: |
Distributed game development/ Tim Fields. |
其他題名: |
harnessing global talent to create winning games / |
作者: |
Fields, Tim.{me_controlnum} |
出版者: |
Burlington, MA :Focal Press, : c2010., |
面頁冊數: |
1 online resource (xi, 228 p.) :ill. |
附註: |
Includes index. |
內容註: |
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. |
標題: |
Computer games - Programming. - |
電子資源: |
http://www.sciencedirect.com/science/book/9780240812717 |
ISBN: |
9780240812717 |