|
Game Development and Production (Wordware Game Developer's Library)
 |
Author: Erik Bethke List Price: $49.95 Our Price: Click to see the latest and low price ISBN: 1556229518 Publisher: Wordware Publishing (February, 2003) Edition: Paperback Average Customer Rating: 4.4 out of 5
|
Customer ReviewsRating: 3 out of 5 Good book but... I found the book to have lots of good advice and insight. However, the information in it needs to be taken with a grain of salt. The company he was running has all bit folded. So I wouldn't suggest using this book as a "how-to" handbook. Rating: 4 out of 5 Eric Bethke has written the book I wanted to write Eric Bethke gives us the actual battle-tested techniques his team uses to develop games. Most of his wisdom I completely agree with, and he makes some points that had not occurred to me that I will have to think long and hard about. His central, recurring "less is more" thesis is persuasively argued. He has confirmed my suspicion that we may have to rethink our plan for the current game we're working on. I recommend everybody in game development read this book and take it either as a springboard for developing their own methodology or as a sounding board on the quality of their methodology, if one is already in place.So why only four stars? I have the feeling that Erik isn't being completely honest with us. On my team chaos is the norm even though we scored an AA on Erik's "Game Project Survival Test." Erik makes his team sound like a smoothly running factory, and I have trouble believing it's due to those extra ten points his team is getting on the test. Give it up, Erik: either admit that business is chaos and let us reconcile ourselves to that cold truth, or tell us the deep dark secrets that makes your team work so well. Also, stuff is missing here: how do you hire great talent? How do you prevent your team from breaking the build on a regular basis without slowing them to a crawl? (That's the question that has been keeping me up nights.) How can you be productive if you're waiting until alpha to fix all your bugs? I bet Erik has some insight into these questions, but he didn't get it on the page. Still, don't let my nitpicking stop you from reading this book. I'm going to try to make everyone on my team read it. And I'll be eagerly awaiting a sequel. Rating: 5 out of 5 Game Development & Production by Erik Bethke: A Review Erik Bethke, CEO and co-founder of Taldren, has written a book about the design and development of a game. According to Erik and others, this is one of the first, if not the only book that discusses the over-all design, planning and production of a game. I am sure you can find many other books that deal with specific parts of game programming, like using Lightwave, but this is the first one that talks about the actual business and production part. In his book, Erik talks about many different elements of the business. One of which is the question of should you or should you not make a game. Do you really want to go to the hassle of finding funding, developing the game and then trying to find a way to get it to the market? If you decide you want to, then he gives examples of the different steps to making a game and what they require. An example of this is his lengthy discussion of the planning and design aspects and how the more in depth and specific your planning is, the better the chances will be that your game will turn out well. One topic that is threaded throughout the book is different management techniques that are used at Taldren. An example of this is how he gets people motivated and focused on the different tasks that are necessary for proper completion of the game. There were a number of areas that really stood out to me personally. There are a lot of topics that I have studied in my college career that Erik covers in this book. One example is how Erik discusses that in every project, there are three main areas or constraints that need to be considered: Time, Scope and Performance. A project leader is good to achieve one of these constraints and very fortunate if they achieve two. If you get all three, you need to write a book on how you did it because there are many people that would love to hear about it. ;-) Also Erik discusses Unified Modeling Language (UML), Use Cases, tools like Rational Rose and other techniques that are useful in designing a game. These tools are also used in many other industries and I found that the examples clarified and enhanced what I have been taught throughout my education. The book also discusses when and what to outsource. Should you outsource coding, sound, video, design or any other part of the project? All of these are topics that I have studied somewhere, sometimes more than once, in my undergraduate and graduate career. There is much more than what I've talked about here in the book of course but I'm not going to take the time to list everything. :-) To me, the book was very interesting, well written and easy to follow. When he talks about technical issues, such as UML, the explanations are clear, straight forward and usually come with an example, if not several examples, to help illustrate the concept. This helped because I have not studied or used some of the concepts in a long time and needed the extra visualizations to aid in my understanding. Who would I recommend this book to? I would suggest that those who have a burning desire to create a game take a look at this and then decide if you really want to go to the hassle. I'd also recommend this book to those who work on other types of software projects who might find a pearl of wisdom that they can put to use. Students who are studying MIS or Project Management like I am should enjoy reading the book, if only for examples of how to use different tools and techniques that are useful for running a project.
Similar Products
· Ultimate Game Design: Building Game Worlds
· Game Design Foundations (Wordware Game and Graphics Library)
· Andrew Rollings and Ernest Adams on Game Design
· Secrets of the Game Business
· Developing Online Games: An Insider's Guide
|