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Book description:
Based on the curriculum guidelines of the IGDA, Introduction to Game Development is the first book to survey all aspects of the theory and practice of game development and design. The book, which might be used as a textbook for an introductory course, or for newcomers to the game development arena, is divided into several independent parts, including game programming, game production/design, and the business of game development. Selected topics include discussions of basic programming in C++ and Java, visual design, culture and society, mathematics, physics, artificial intelligence, business, level design, game genre, sound, and many more. The accompanying CD-ROM covers tutorials, animations, images, demos, source code, and Microsoft PowerPoint lecture slides to reinforce the concepts presented in the book. Each chapter has been written by leading game developers in their respective areas. This is a must-have resource for anyone looking to understand the entire! game development process. KEY TOPICS: * Critical Game Studies: The History of Video Games Game Studies (Ludology) Games and Society * Game Design: Conceptual Game Play Play Mechanics Ideas Game Theory Abstract Design Elements Psychological Design Considerations Interface Design Gender Inclusive Design; Practical Game Design Spatial Design Task Design Design Integration Control Schemes Training Play Testing Player Analysis Design Implications of Platform Choice * Game Programming: The Process of Game Programming Practical Game Programming Issues Programming Fundamentals Math and Physics Artificial Intelligence Graphics and Animation Audio Programming Network Programming * Visual Design and Production: Graphics Design User Interface Design 3D Modeling 2D Textures and Texture Mapping Animation Cinematography in Games 3D Environments Lighting and Shadows Surface Effects * Audio Design and Production: Audio Design Skills Fundamentals Interactive Audio Sound Effects;Music 3D Audio * Game Production and Management: Team Make-up Phases of Game Development Group Dynamics Design Documentation Scheduling Quality Assurance Coordinating Efforts Product Post Mortems * The Business of Games: Business of Gaming The Publisher-Developer Relationship Marketing Intellectual Property Content RegulationAbout the AuthorSteve Rabin (Redmond,WA) is a 10-year video game industry veteran currently with Nintendo of America. Hes written AI for numerous published games and contributed to Game Programming Gems 1, 2, and 3. Rabin is the editor of the AI Game Programming Wisdom series. Hes also spoken on AI at the Game Developers Conference and holds a degree in Computer Engineering from the University of Washington, where he specialized in robotics.