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  1. Distributed game development
    harnessing global talent to create winning games
    Author: Fields, Tim
    Published: c2010
    Publisher:  Focal Press, Burlington, MA

    Take control of your global game development team and make successful AAA game titles using the 'Distributed Development' model. Game industry veteran Tim Fields teaches you how to evaluate game deals, how to staff teams for highly distributed game... more

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    Verlag (lizenzpflichtig)
    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
    Unlimited inter-library loan, copies and loan
    Universität Potsdam, Universitätsbibliothek
    Unlimited inter-library loan, copies and loan

     

    Take control of your global game development team and make successful AAA game titles using the 'Distributed Development' model. Game industry veteran Tim Fields teaches you how to evaluate game deals, how to staff teams for highly distributed game development, and how to maintain challenging relationships in order to get great games to market. This book is filled with interviews with a broad spectrum of industry experts from top game publishers and business owners in the US and UK. A supplementary web site provides interviews from the book, a forum where developers and publishers can connect, and additional tips and tricks. Topics include: - Building a core team that excels at working with external development partners.- Finding and Evaluating studios and publishers to help get your game built.- Effectively dividing up game projects into parts that can be distributed.- Saving your teams from the brutality of crunch. - Running your projects more efficiently and achieve better results.- Includes interviews with game producers from Sony Online Entertainment, Disney Online, Blue Castle Games, Firebrand Games, Aspyr Games, and 2K Sports.

     

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    Content information
    Volltext (An electronic book accessible through the World Wide Web; click for information)
    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780240812717
    Subjects: Computer games; Computer software; Electronic data processing
    Scope: Online-Ressource (xi, 228 p), ill
    Notes:

    Includes index

    Electronic reproduction; Mode of access: World Wide Web

    Front Cover; Distributed Game Development: Harnessing Global Talent to Create Winning Games; Copyright Page; Dedication; Contents; About the Author; Chapter 1: Preface and Overview; 1.1 Introduction; 1.2 How Is a Team Leader to Juggle All of This?; 1.3 Who Is This Book For?; 1.4 Preamble on Distributed Development; 1.4.1 Why Would I Use Distributed Development?; 1.4.2 So You Don't Like Outsourcing and Think It's a Bad Idea; 1.4.3 The Difference between Traditional Outsourcing and Distributed Development; 1.4.4 Who We Will Meet in Our Case Studies, and Why We Care about What They Have to Say

    Chapter 2: Overview of the Development Process2.1 The Basic Games Development Cycle; 2.2 Concept Discovery; 2.3 Pre-Production; 2.4 Full Production; 2.5 A Word on Demos; 2.5.1 How to Prepare Properly; 2.5.2 How to Use Distributed Development Teams to Alleviate Demo Problems; 2.5.3 When They're out of Control; 2.6 Alpha, Beta, Final; 2.6.1 Finaling; Interview with David Wiens, Project Manager at Disney Online; 2.7 Manufacturing and Distribution; 2.8 Launch Day; 2.9 Post Launch Support and Updates; 2.10 Summary; Interview with Rhett Bennatt, Art Director, Aspyr Games

    Chapter 3: Your World and Your Internal Team3.1 Types of Distributed Collaboration: How to Organize Your World; 3.1.1 Organization of Key Players: Developers, Publishers, Customers, and Retailers; 3.1.2 Traditional Distribution Model; 3.1.3 Digital Distribution Model; 3.2 Organization of Distributed Development Teams; 3.2.1 The Core Team; 3.2.2 What to Do with the Wii?; 3.2.3 Separate Multiplayer; 3.2.4 How Many People per Group?; 3.2.5 Subcontractors; 3.3 How to Pick Your Internal Reps; 3.3.1 Flexibility; 3.3.2 Diplomacy; 3.3.3 Travel; 3.3.4 Technical Skills; 3.3.5 Dedication

    3.4 Key Roles and How to Identify Good Candidates3.4.1 Producer; 3.4.2 Associate Producer; 3.4.3 Development Director; 3.4.4 Art Director; 3.4.5 Technical Director; 3.4.6 Senior Designer; 3.4.7 Integration Engineer and Build Master; 3.4.8 Technical Art God; 3.4.9 Audio Guru; 3.4.10 News Flash: A Team Is More Than the Sum of Its Parts; 3.5 Insourcing: It's Like Hiring Family Because Dad Told You to; 3.5.1 How to Use Insourcing Effectively; 3.6 Summary; Interview with Robyn Wallace, General Manager, Blue Castle Games; Chapter 4: External Partnerships; 4.1 Where to Find Candidates and Teams

    4.2 How to Know What You Need4.2.1 Partner Evaluation Matrix; 4.2.2 Warning Signs When Evaluating Teams; Interview with Luke Wasserman, Senior Producer, 2K Sports; 4.3 How Developers Can Find Partners and Publishers; 4.3.1 On Agents; 4.3.2 Why Developers Need to Self-Promote Early and Always; 4.3.3 Warning Signs for the New Developer; 4.4 How Developers Should Evaluate a Development Deal; 4.4.1 The Assignment; 4.4.2 Pay; 4.4.3 Royalties; 4.4.4 Delivery and Acceptance; 4.4.5 Intellectual Property Rights; 4.4.6 Credit; 4.4.7 Future Relationship; 4.4.8 Key Employees; 4.4.9 Use of Subcontractors

    4.4.10 Termination

    Defect management: 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

  2. Distributed game development
    harnessing global talent to create winning games
    Author: Fields, Tim
    Published: ©2010
    Publisher:  Focal Press, Burlington, MA

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
    Unlimited inter-library loan, copies and loan
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    Content information
    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780240812717; 0240812719; 9780240812724; 0240812727
    Subjects: GAMES / Video & Electronic; Computer games / Programming; Computer software / Development; Electronic data processing / Distributed processing; Datenverarbeitung; Computer games; Computer software; Electronic data processing; Computerspielindustrie; Computerspiel
    Scope: xi, 228 pages
    Notes:

    Includes index

    Take control of your global game development team and make successful AAA game titles using the 'Distributed Development' model. Game industry veteran Tim Fields teaches you how to evaluate game deals, how to staff teams for highly distributed game development, and how to maintain challenging relationships in order to get great games to market. This book is filled with interviews with a broad spectrum of industry experts from top game publishers and business owners in the US and UK. A supplementary web site provides interviews from the book, a forum where developers and publishers can connect, and additional tips and tricks. Topics include: - Building a core team that excels at working with external development partners. - Finding and Evaluating studios and publishers to help get your game built. - Effectively dividing up game projects into parts that can be distributed. - Saving your teams from the brutality of crunch. - Running your projects more efficiently and achieve better results. - Includes interviews with game producers from Sony Online Entertainment, Disney Online, Blue Castle Games, Firebrand Games, Aspyr Games, and 2K Sports

  3. Distributed game development
    harnessing global talent to create winning games
    Author: Fields, Tim
    Published: 2010
    Publisher:  Focal Press, Amsterdam [u.a.]

    Export to reference management software   RIS file
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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780240812717
    Subjects: Computer games; Computer software; Electronic data processing
    Scope: XI, 228 S., Ill., graph. Darst., 24 cm
  4. Teamwork in multi-agent systems
    a formal approach
    Published: 2010
    Publisher:  Wiley, Chichester

    Staats- und Universitätsbibliothek Bremen
    a inf 715 e/821
    Unlimited inter-library loan, copies and loan
    Sächsische Landesbibliothek - Staats- und Universitätsbibliothek Dresden
    Unlimited inter-library loan, copies and loan
    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
    T DUN 46261
    No inter-library loan
    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
    T 10 B 4186
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Ilmenau
    INF ST 302 D918
    Unlimited inter-library loan, copies and loan
    Hochschule für Technik und Wirtschaft des Saarlandes, Bibliothek / Bereich Goebenstraße
    ST 200 Dun
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Stuttgart
    6Ha 447
    Unlimited inter-library loan, copies and loan
    Schloss Dagstuhl - Leibniz-Zentrum für Informatik, Bibliothek
    No inter-library loan
    Export to reference management software   RIS file
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    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780470699881; 0470699884
    Other identifier:
    9780470699881
    RVK Categories: ST 230
    Series: Wiley series in agent technology
    Subjects: Intelligent agents (Computer software); Formal methods (Computer science); Artificial intelligence
    Other subjects: Intelligent agents (Computer software); Array
    Scope: XIX, 224 S., graph. Darst., 25 cm
    Notes:

    Literaturverz. S. [205] - 215

  5. Distributed game development
    harnessing global talent to create winning games
    Author: Fields, Tim
    Published: c2010
    Publisher:  Focal Press, Burlington, MA

    Take control of your global game development team and make successful AAA game titles using the 'Distributed Development' model. Game industry veteran Tim Fields teaches you how to evaluate game deals, how to staff teams for highly distributed game... more

    Universität Potsdam, Universitätsbibliothek
    No inter-library loan

     

    Take control of your global game development team and make successful AAA game titles using the 'Distributed Development' model. Game industry veteran Tim Fields teaches you how to evaluate game deals, how to staff teams for highly distributed game development, and how to maintain challenging relationships in order to get great games to market. This book is filled with interviews with a broad spectrum of industry experts from top game publishers and business owners in the US and UK. A supplementary web site provides interviews from the book, a forum where developers and publishers can connect, and additional tips and tricks. Topics include: - Building a core team that excels at working with external development partners.- Finding and Evaluating studios and publishers to help get your game built.- Effectively dividing up game projects into parts that can be distributed.- Saving your teams from the brutality of crunch. - Running your projects more efficiently and achieve better results.- Includes interviews with game producers from Sony Online Entertainment, Disney Online, Blue Castle Games, Firebrand Games, Aspyr Games, and 2K Sports.

     

    Export to reference management software   RIS file
      BibTeX file
    Content information
    Volltext (An electronic book accessible through the World Wide Web; click for information)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780240812717
    Subjects: Computer games; Computer software; Electronic data processing
    Scope: Online-Ressource (xi, 228 p), ill
    Notes:

    Includes index

    Electronic reproduction; Mode of access: World Wide Web

    Front Cover; Distributed Game Development: Harnessing Global Talent to Create Winning Games; Copyright Page; Dedication; Contents; About the Author; Chapter 1: Preface and Overview; 1.1 Introduction; 1.2 How Is a Team Leader to Juggle All of This?; 1.3 Who Is This Book For?; 1.4 Preamble on Distributed Development; 1.4.1 Why Would I Use Distributed Development?; 1.4.2 So You Don't Like Outsourcing and Think It's a Bad Idea; 1.4.3 The Difference between Traditional Outsourcing and Distributed Development; 1.4.4 Who We Will Meet in Our Case Studies, and Why We Care about What They Have to Say

    Chapter 2: Overview of the Development Process2.1 The Basic Games Development Cycle; 2.2 Concept Discovery; 2.3 Pre-Production; 2.4 Full Production; 2.5 A Word on Demos; 2.5.1 How to Prepare Properly; 2.5.2 How to Use Distributed Development Teams to Alleviate Demo Problems; 2.5.3 When They're out of Control; 2.6 Alpha, Beta, Final; 2.6.1 Finaling; Interview with David Wiens, Project Manager at Disney Online; 2.7 Manufacturing and Distribution; 2.8 Launch Day; 2.9 Post Launch Support and Updates; 2.10 Summary; Interview with Rhett Bennatt, Art Director, Aspyr Games

    Chapter 3: Your World and Your Internal Team3.1 Types of Distributed Collaboration: How to Organize Your World; 3.1.1 Organization of Key Players: Developers, Publishers, Customers, and Retailers; 3.1.2 Traditional Distribution Model; 3.1.3 Digital Distribution Model; 3.2 Organization of Distributed Development Teams; 3.2.1 The Core Team; 3.2.2 What to Do with the Wii?; 3.2.3 Separate Multiplayer; 3.2.4 How Many People per Group?; 3.2.5 Subcontractors; 3.3 How to Pick Your Internal Reps; 3.3.1 Flexibility; 3.3.2 Diplomacy; 3.3.3 Travel; 3.3.4 Technical Skills; 3.3.5 Dedication

    3.4 Key Roles and How to Identify Good Candidates3.4.1 Producer; 3.4.2 Associate Producer; 3.4.3 Development Director; 3.4.4 Art Director; 3.4.5 Technical Director; 3.4.6 Senior Designer; 3.4.7 Integration Engineer and Build Master; 3.4.8 Technical Art God; 3.4.9 Audio Guru; 3.4.10 News Flash: A Team Is More Than the Sum of Its Parts; 3.5 Insourcing: It's Like Hiring Family Because Dad Told You to; 3.5.1 How to Use Insourcing Effectively; 3.6 Summary; Interview with Robyn Wallace, General Manager, Blue Castle Games; Chapter 4: External Partnerships; 4.1 Where to Find Candidates and Teams

    4.2 How to Know What You Need4.2.1 Partner Evaluation Matrix; 4.2.2 Warning Signs When Evaluating Teams; Interview with Luke Wasserman, Senior Producer, 2K Sports; 4.3 How Developers Can Find Partners and Publishers; 4.3.1 On Agents; 4.3.2 Why Developers Need to Self-Promote Early and Always; 4.3.3 Warning Signs for the New Developer; 4.4 How Developers Should Evaluate a Development Deal; 4.4.1 The Assignment; 4.4.2 Pay; 4.4.3 Royalties; 4.4.4 Delivery and Acceptance; 4.4.5 Intellectual Property Rights; 4.4.6 Credit; 4.4.7 Future Relationship; 4.4.8 Key Employees; 4.4.9 Use of Subcontractors

    4.4.10 Termination

    Defect management: 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