Introduction to Game Development (Book, 2010) [University of Maryland, College Park]
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Introduction to Game Development

Author: Steve Rabin
Publisher: Boston, MA : Course Technology Cengage Learning, ©2010.
Series: Game development series (Charles River Media (Firm))
Edition/Format:   Print book : Program   Visual material   Computer File : English : 2nd edView all editions and formats
"Suitable for an introductory game development course or a reference for game developers and designers, this book offers coverage of all the key concepts and ideas that encompass game development, while providing real-life examples and practical insight."--Books24x7 website.
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Material Type: Program, Internet resource
Document Type: Book, Computer File, Internet Resource, Visual material
All Authors / Contributors: Steve Rabin
ISBN: 9781584506799 1584506792 9780840031037 0840031033
OCLC Number: 390779297
Description: xxv, 980 pages : illustrations (some color) ; 24 cm + 1 CD-ROM (4 3/4 in.)
Details: System requirements: Intel Pentium -series, AMD Athlon or newer processor; Windows XP (64MB RAM) or Windows 2000 (128MB RAM); 3D graphics card required for some sample applications; DirectX 9 or newer also required. The following software is required in order to take advantage of all the files provide on the CD-ROM; Microsoft Visual Studio, .NET 2003, 3ds max 6, Microsoft Word, Microsoft Excel, Microsoft PowerPoint, Adobe Reader, and QuickTime Player.
Contents: Part 1. Critical game studies. A brief history of video games / Robert T. Bakie ; Games and society / Robert T. Bakie --
pt. 2. Game design. Game design / Isaac Barry ; Game writing and interactive storytelling / Leslie Stirling --
pt. 3. Game programming: languages and architecture. Teams and processes / Noel Llopis ; C++, Java, and scripting languages / Noel Llopis ; Programming fundamentals / Noel Llopis ; Architecture / Noel Llopis ; Memory and I/O systems / Noel Llopis ; Debugging game / Steve Rabin --
pt. 4. Game programming: math, collision detection, and physics. Mathematical concepts / Eric Lengrel ; Collision detection and resolutlon / Steve Rabin and Bretton Wade ; Real-time game physics / Graham Rhodes --
pt. 5. Game programming: graphics, animation, AI, audio, and networking. Graphics / Tom Forsyth ; Character animation / Tom Forsyth ; Artificial intelligence: agents, architecture, and techniques / Steve Rabin ; Artificial intelligence: pathfindIng overview / Syrus Mesdaghi ; Audio programming / James Boer ; Networking and multiplayer / Chuck Walters. Part 6. Audio Visual design and production. Visual design / Mark Peasley ; 3D modeling / David Johnson ; 3D environments / Jeff Selbig ; 2D Textures and texture mapping / Tito Pagan ; Special effects / David Johnson ; Lighting / Peter Lewis ; Animation / Tito Pagan ; Cinematography / Peter Lewis ; Audio design and production / Tommy Tallarico and Todd M. Fay --
pt. 7. Game production and the business of games. Game production and project management / Tom Sloper ; Game industry roles and economics / Kathy Schoback ; The publisher-developer relationship / Ed Bartlett ; Marketing / Sue Bohle ; Intellectual property content, law, and practice / Stephen Rubin ; Content regulation / Stephen Rubin.
Series Title: Game development series (Charles River Media (Firm))
Responsibility: edited by Steve Rabin.


Based on the curriculum guidelines of the IGDA, this book surveys the various aspects of the theory and practice of game development, design, and production. It is suitable for those who are looking  Read more...
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