Distributed Game Development: Harnessing Global Talent to by Tim Fields

By Tim Fields

Take keep watch over of your international online game improvement group and make winning AAA online game titles utilizing the disbursed improvement version. online game veteran Tim Fields teaches you the way to judge video game bargains, find out how to employees groups for hugely dispensed online game improvement, and the way to keep up difficult relationships with a purpose to get nice video games to industry. This ebook is stuffed with interviews with a large spectrum of specialists from most sensible online game publishers and enterprise vendors within the US and united kingdom. A supplementary website offers interviews from the publication, a discussion board the place builders and publishers can attach, and extra counsel and tips. themes include:Building a middle staff that excels at operating with exterior improvement partners.Finding and comparing studios and publishers to aid get your online game built.Effectively dividing up online game initiatives into components that may be distributed.Saving your groups from the brutality of crunch. working your initiatives extra successfully and accomplish larger results.Includes interviews with video game manufacturers from Sony on-line leisure, Disney on-line, Blue fortress video games, Firebrand video games, Aspyr video games, and 2K activities.

Show description

Read Online or Download Distributed Game Development: Harnessing Global Talent to Create Winning Games PDF

Best video games books

Minecraft: 70 Top Minecraft Mods That Your Friends Do Not Know (But Wish He Did!)

Every type of MineCraft mods were made to be had through builders who think that the Sandindie video game will be made far more enjoyable. listed here are 70 of them, labeled into teams, looking on what their topics are. you could set up them in your replica of the sport and go away your folks bedazzled as to how one can have an part on them.

Avant-Garde Videogames

The avant-garde demanding situations or leads tradition; it opens up or redefines artwork kinds and our notion of how the area works. during this publication, Brian Schrank describes the ways in which the avant-garde emerges via videogames. simply as impressionism or cubism created other ways of creating and viewing work, Schrank argues, avant-garde videogames create exchange methods of constructing and enjoying video games.

Xenonauts: Crimson Dagger

The 12 months is 1958. The Soviet Union and the us of the United States are entrenched in a chilly warfare. yet for Mikhail Kirov, captain within the Soviet Fourth military, lifestyles is comparatively idle. After serving honorably in Hungary, Mikhail is stationed to the bottom of Zossen Wünsdorf, south of Berlin, the place he lives in a government-issued condominium along with his spouse and six-year-old daughter.

BioShock Art Book

Within the paintings of BioShock limitless, delve deeper into town of Columbia—the fabled floating city that serves as a beacon of expertise and fulfillment for the early 1900s! This deluxe hardcover positive aspects creation designs and proposal illustrations concentrating on major characters Booker DeWitt, Elizabeth, and Songbird from the BioShock countless online game.

Extra resources for Distributed Game Development: Harnessing Global Talent to Create Winning Games

Sample text

Let’s assume further that the primary development team has the core design, gameplay knowledge, and artistic chops to properly define the look and feel of the game. Assume that all of this has already happened, and the primary development team has taken the project through the concept discovery phase. You’re now into the pre-production phase, and you’re confident that the project has sufficient buyin from your funding group. Now it’s time to start signing up partners to help out. 4 Content $ External Dev Team $ External Art Team Info: specs, tools, direction, process Subcontractor Distributed Development Organization 39 CHAPTER THREE • your world and your internal team One way to organize your project would be to assign the Xbox 360 product to be your lead development platform.

Too many people, and the art direction on their side can get overwhelmed, because they just can’t scale up well. And then on our side, as we scale up, we’ve got to have adequate resources to be able to provide feedback as well! Because there is art direction on both sides – it’s the only way to get quality and consistency. But when you’ve picked someone that you trust and feel good about, you can work together to work out the problems and deal with the difficulties in scaling, and any inconsistencies.

Q: What do you see as the biggest problems associated with achieving a high quality bar on games that are built using distributed teams? A: Ensuring each group has the internal capabilities and capacity to complete the work it is given. When working with tight deadlines, any slippage can throw off the schedule and you either have to find ways of making up time by redistributing work or some features/ functionality may need to be cut to bring the project back in line. Q: When you think about the full production phase of game development, when all the teams are pushing for the next milestone, what advice do you have for team leads on how to best work with your department to ensure that milestone builds are able to be evaluated thoroughly and quickly?

Download PDF sample

Rated 4.12 of 5 – based on 22 votes