Postmortems from game developer

The popular Postmortem column in Game Developer magazine features firsthand accounts of how some of the most important and successful games of recent years have been made. This book offers the opportunity to harvest this expertise with one volume. The editor has organized the articles by theme and a...

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Detalles Bibliográficos
Autor principal: Game Developer Magazine Staff (corporate author)
Autor Corporativo: Game Developer Magazine Staff Corporate Author (corporate author)
Otros Autores: Grossman, Austin, 1969- author (author), Grossman, Austin, 1969- (-)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Burlington, Massachusetts ; Oxfordshire, [England] : Focal Press 2013.
Edición:1st edition
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009627813006719
Tabla de Contenidos:
  • Postmortems from GameDeveloper; Copyright; Table of Contents; Introduction: Tales from the Front Line; Section I Startups; Irrational Games' System Shock 2; It's the Engine, Stupid; What Went Right; What Went Wrong; Bohemia Interactive Studios' Operation Flashpoint; What Went Right; What Went Wrong; Future Dreaming; 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; Pseudo Interactive's Cel Damage; What Went Right; What Went Wrong; Damage Control
  • What Went RightWhat Went Right; What Went Wrong; Where We Go from Here; Westwood Studios' Tiberian Sun; What Went Right; What Went Wrong; Overall Tips; 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; Presto Studios' Myst III: Exile; What Went Right; What Went Wrong; Closing Thoughts; Poptop Software's Tropico; What Went Right; What Went Wrong; In Hindsight; Section III Managing Innovation; Lionhead Studios' Black & White; What Went Right; What Went Wrong; ""Just More
  • Bungie Software's Myth: The Fallen LordsThe Making of a Legend, er, Myth; What Went Right; What Went Wrong; Post-Release Reactions; Looking Glass's Thief: The Dark Project; The Concept; What Went Right; What Went Wrong; Stepping Back from the Project; DreamWorks Interactive's Trespasser; An Ambitious Project; The Concept; What Went Right; What Went Wrong; Lessons Learned; Ion Storm's Deus Ex; What Went Wrong; The Bottom Line; Naughty Dog's JAK & Daxter: The Precursor Legacy; What Went Right; What Went Wrong; The Legacy; Section IV Building on a License; LucasArts' Star WarsTM Starfighter
  • What Went RightWhat Went Wrong; Back to Earth; Raven Software's Star TrekTM: Voyager-Elite Force; What Went Right; What Went Wrong; Final Thoughts; Red Storm Entertainment's Rainbow Six; The Concept; The Production; What Went Right; What Went Wrong; In the End; Raven Software's Soldier of Fortune; What Went Right; What Went Wrong; A Direct Hit; Section V The Online Frontier; Mythic Entertainment's Dark Age of Camelot; What Went Right; What Went Wrong; For the Ages; Multitude's Fireteam; Brief History; Fireteam's Components; Who Worked on Fireteam; What Went Right; What Went Wrong
  • Evolving Right Along