The Game Asset Pipeline

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The Game Asset Pipeline
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Author : Ben Carter
language : en
Publisher: Cengage Learning
Release Date : 2004
The Game Asset Pipeline written by Ben Carter and has been published by Cengage Learning this book supported file pdf, txt, epub, kindle and other format this book has been release on 2004 with Computers categories.
Written for engine and tool programmers responsible for the development and maintenance of export tools, asset management, data pre-processing, or packaging, this book guides the production team through the daunting task of managing the vast array of game assets in a structured, practical method.
Game Engine Gems Volume One
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Author : Eric Lengyel
language : en
Publisher: Jones & Bartlett Learning
Release Date : 2010-03-05
Game Engine Gems Volume One written by Eric Lengyel and has been published by Jones & Bartlett Learning this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010-03-05 with Computers categories.
Game Engine Gems brings together in a single volume dozens of new articles from leading professionals in the game development industry. Each "gem" presents a previously unpublished technique related to game engines and real-time virtual simulations. Specific topics include rendering techniques, shaders, scene organization, visibility determination, collision detection, audio, user interface, input devices, memory management, artificial intelligence, resource organization, and cross-platform considerations. A CD-ROM containing all the source codes and demos accompanies the book.
The Game Production Handbook
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Author : Heather Maxwell Chandler
language : en
Publisher: Jones & Bartlett Publishers
Release Date : 2009
The Game Production Handbook written by Heather Maxwell Chandler and has been published by Jones & Bartlett Publishers this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009 with Computers categories.
This handbook focuses on the major production issues of game development, including managing tasks and schedules, organizing and motivating a team, creating an efficient art program and engineering the design production pipeline. This second edition also includes interviews with industry experts.
Fundamentals Of Game Development
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Author : Heather Chandler
language : en
Publisher: Jones & Bartlett Learning
Release Date : 2011-08-24
Fundamentals Of Game Development written by Heather Chandler and has been published by Jones & Bartlett Learning this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-08-24 with Computers categories.
What is a game? -- The game industry -- Roles on the team -- Teams -- Effective communication -- Game production overview -- Game concept -- Characters, setting, and story -- Game requirements -- Game plan -- Production cycle -- Voiceover and music -- Localization -- Testing and code releasing -- Marketing and public relations.
The Video Game Asset Pipeline
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Author : James Lear
language : en
Publisher:
Release Date : 2021
The Video Game Asset Pipeline written by James Lear and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021 with categories.
Production Pipeline Fundamentals For Film And Games
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Author : Renee Dunlop
language : en
Publisher: CRC Press
Release Date : 2014-02-05
Production Pipeline Fundamentals For Film And Games written by Renee Dunlop and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-02-05 with Computers categories.
Every production is built on the backbone of the pipeline. While a functional and flexible pipeline can’t assure a successful project, a weak pipeline can guarantee its demise. A solid pipeline produces a superior product in less time and with happier artists who can remain creative throughout the grueling production schedule. Walk through the foundational layers of the production pipeline, including IT infrastructure, software development practices and deployment policies, asset management, shot management, and rendering management. Production Pipeline Fundamentals for Film and Games will teach you how to direct limited resources to the right technological initiatives, getting the most for every dollar spent. Learn how to prepare for and manage all aspects of the pipeline with this entirely unique, one-of-a-kind guide. Expand your knowledge with real-world pipeline secrets handed to you by a stellar group of professionals from across the globe. Visit the companion website for even further resources on the pipeline.
Game Engine Gems 2
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Author : Eric Lengyel
language : en
Publisher: CRC Press
Release Date : 2011-02-14
Game Engine Gems 2 written by Eric Lengyel and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-02-14 with Computers categories.
This book, the second volume in the popular Game Engine Gems series, contains short articles that focus on a particular technique, describe a clever trick, or offer practical advice within the subject of game engine development. The 31 chapters cover three broad categories—graphics and rendering, game engine design, and systems programming. Professional game developers, students of game development and computer science, and anyone interested in learning how the pros tackle specific problems that arise during game engine development will find useful gems in this collection. Supplementary materials, including demos, source code, examples, specifications, and more can be found at www.gameenginegems.net.
Game Engine Architecture
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Author : Jason Gregory
language : en
Publisher: CRC Press
Release Date : 2009-06-15
Game Engine Architecture written by Jason Gregory and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009-06-15 with Computers categories.
This book covers both the theory and practice of game engine software development, bringing together complete coverage of a wide range of topics. The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded in specific technologies, but the discussion extends way beyond any particular engine or API. The references and citations make it a great jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Intended as the text for a college level series in game programming, this book can also be used by amateur software engineers, hobbyists, self-taught game programmers, and existing members of the game industry. Junior game engineers can use it to solidify their understanding of game technology and engine architecture. Even senior engineers who specialize in one particular field of game development can benefit from the bigger picture presented in these pages.
Translation And Localisation In Video Games
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Author : Miguel Á. Bernal-Merino
language : en
Publisher: Routledge
Release Date : 2014-09-19
Translation And Localisation In Video Games written by Miguel Á. Bernal-Merino and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-09-19 with Games & Activities categories.
This book is a multidisciplinary study of the translation and localisation of video games. It offers a descriptive analysis of the industry – understood as a global phenomenon in entertainment – and aims to explain the norms governing present industry practices, as well as game localisation processes. Additionally, it discusses particular translation issues that are unique to the multichannel nature of video games, in which verbal and nonverbal signs must be cohesively combined with interactivity to achieve maximum playability and immerse players in the game’s virtual world. Although positioned within the theoretical framework of descriptive translation studies, Bernal-Merino incorporates research from audiovisual translation, software localisation, computer assisted translation, comparative literature, and video game production. Moving beyond this framework, Translation and Localisation in Video Games challenges some of the basic tenets of translation studies and proposes changes to established and unsatisfactory processes in the video game and language services industries.