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OverviewThe popular Postmortem column in Game Developer magazine features firsthand accounts of how some of the most important and successful games of recent years have been made. This book offers the opportunity to harvest this expertise with one volume. The editor has organized the articles by theme and added previously unpublished analysis to reveal successful management techniques. Readers learn how superstars of the game industry like Peter Molyneux and Warren Spector have dealt with the development challenges that include managing complexity, software issues and game design issues, schedule challenges, and changing staff needs. Full Product DetailsAuthor: Austin Grossman , Game Developer MagazinePublisher: Taylor & Francis Ltd Imprint: CMP Books Dimensions: Width: 17.80cm , Height: 1.80cm , Length: 25.40cm Weight: 0.640kg ISBN: 9781578202140ISBN 10: 1578202140 Pages: 348 Publication Date: 02 January 2003 Audience: Professional and scholarly , Professional & Vocational Format: Paperback Publisher's Status: Active Availability: In Print ![]() This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us. Table of ContentsReviewsAuthor InformationEditor Austin Grossman has expertly compiled and commented on the postmortems to bring insight to the collection. (Each Game Developer postmortem is credited to its respective author.) Presently a consultant on game design and interactive story development, Austin has 10 years' experience in the computer gaming industry. Notable writing and design credits include Ultima Underworld II and System Shock for Looking Glass Technologies and Trespasser: Jurassic Park for Dreamworks Interactive. Other credits include contributions to EA Games' Clive Barker's Undying, Ion Storm's Deus Ex, and Liquid Entertainment's Battle Realms. Tab Content 6Author Website:Countries AvailableAll regions |