Foreword |
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xvii | |
Acknowledgments |
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xix | |
Authors |
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xxi | |
A Note to Parents |
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xxiii | |
Introduction |
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xxv | |
Chapter 1 High School |
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1 | (10) |
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2 | (1) |
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1.2 Crossing The Great Divide |
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3 | (1) |
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3 | (1) |
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1.4 This Sounds Pretty Scary |
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4 | (1) |
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1.5 Thinking Strategically |
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4 | (3) |
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1.6 The All-Important Portfolio |
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7 | (1) |
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1.7 Now Let's Get Organized To Get Out Of Here |
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8 | (1) |
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8 | (1) |
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8 | (3) |
Chapter 2 Paralyzed By A Plethora Of Possibilities |
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11 | (10) |
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2.1 Game Schools, Good And Bad |
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11 | (2) |
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2.2 What To Look Out For In A Games Program |
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13 | (1) |
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2.3 Core Courses In Game Design |
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13 | (5) |
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2.4 Concentrations And Minors |
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18 | (3) |
Chapter 3 Before You Start College |
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21 | (4) |
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3.1 What About The Portfolio? |
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21 | (1) |
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3.2 Aren't You Coding Yet? |
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22 | (2) |
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3.3 Are You A Writer Or An Artist? Keep A Journal/Sketchpad! |
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24 | (1) |
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24 | (1) |
Chapter 4 Day One |
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25 | (6) |
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25 | (1) |
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26 | (1) |
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27 | (1) |
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28 | (1) |
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4.5 Meeting The Professors |
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28 | (1) |
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4.6 Getting Challenged By New Ideas |
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29 | (2) |
Chapter 5 Year One |
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31 | (8) |
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31 | (1) |
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5.2 The International Game Developers Association |
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32 | (1) |
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32 | (2) |
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5.4 Make Games On The Side |
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34 | (1) |
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34 | (1) |
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35 | (1) |
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36 | (3) |
Chapter 6 Teamwork, Part One |
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39 | (14) |
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39 | (3) |
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42 | (2) |
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44 | (2) |
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46 | (2) |
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48 | (5) |
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48 | (2) |
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50 | (1) |
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51 | (1) |
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52 | (1) |
Chapter 7 The Roles In Building A Game |
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53 | (20) |
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53 | (13) |
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54 | (2) |
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56 | (1) |
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57 | (1) |
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58 | (2) |
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7.1.5 Sound Designer, Music Composer |
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60 | (2) |
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7.1.6 Writer And Narrative Designer |
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62 | (1) |
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63 | (3) |
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7.2 The Phases Of Game Development |
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66 | (4) |
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66 | (1) |
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67 | (1) |
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7.2.3 The Preproduction Phase |
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67 | (1) |
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7.2.4 The Production Phase |
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68 | (2) |
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70 | (3) |
Chapter 8 Year Two |
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73 | (12) |
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73 | (12) |
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74 | (2) |
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76 | (3) |
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79 | (6) |
Chapter 9 Becoming A Professional |
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85 | (8) |
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9.1 Act Professionally, Even In School |
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85 | (5) |
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9.2 Your Resume And Your Portfolio (Again) |
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90 | (1) |
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9.3 Practice Makes Perfect |
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90 | (3) |
Chapter 10 San Francisco (And LA) Bound |
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93 | (6) |
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10.1 The Game Developer Conference |
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93 | (1) |
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10.2 Bring Business Cards And Resumes |
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94 | (1) |
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95 | (1) |
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95 | (1) |
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10.5 Don't Forget The Parties-networking |
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95 | (1) |
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96 | (1) |
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10.7 Other Conferences And Trade Shows |
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97 | (2) |
Chapter 11 Year Three |
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99 | (8) |
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99 | (1) |
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11.2 Don't Be So Critical (?) |
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100 | (1) |
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101 | (1) |
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102 | (2) |
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104 | (1) |
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11.6 Landing An Internship |
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105 | (2) |
Chapter 12 Internships And Co-Ops |
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107 | (10) |
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12.1 Remember That Portfolio Thing? |
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107 | (1) |
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12.2 Finding An Internship |
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108 | (2) |
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12.3 Making A Good Impression |
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110 | (2) |
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112 | (1) |
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112 | (2) |
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12.6 Intellectual Property |
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114 | (1) |
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12.7 Getting Invited Back |
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115 | (2) |
Chapter 13 Year Four |
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117 | (8) |
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13.1 We're Going To Keep Hounding You About Your Portfolio |
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117 | (1) |
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117 | (1) |
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13.3 Distribution Requirements |
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118 | (1) |
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118 | (1) |
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118 | (3) |
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119 | (1) |
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119 | (1) |
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13.5.3 Science And Engineering |
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120 | (1) |
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121 | (1) |
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122 | (1) |
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122 | (1) |
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13.9 Game Festivals And Competitions |
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122 | (1) |
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123 | (1) |
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13.11 Getting Ready To Get Out |
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124 | (1) |
Chapter 14 Graduation Day |
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125 | (2) |
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125 | (1) |
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126 | (1) |
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126 | (1) |
Chapter 15 Transitions |
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127 | (10) |
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15.1 Being A Professional, This Time For Real |
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127 | (1) |
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15.2 Be Flexible In All Things |
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127 | (2) |
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15.3 Managing Expectations |
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129 | (2) |
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129 | (1) |
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130 | (1) |
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130 | (1) |
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131 | (1) |
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15.4 Differences Between Companies |
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131 | (6) |
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15.4.1 Discipline Orientation |
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131 | (1) |
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15.4.2 Size And Number Of Employees |
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131 | (2) |
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15.4.3 Indie Versus Owned |
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133 | (2) |
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134 | (1) |
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134 | (1) |
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15.4.4 Private Versus Shareholder |
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135 | (2) |
Chapter 16 The Hiring Process |
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137 | (14) |
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137 | (3) |
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16.1.1 Means- Versus Goal-Oriented |
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138 | (1) |
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16.1.2 Internally Versus Externally Driven |
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138 | (1) |
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16.1.3 Easygoing Versus Strict Work Discipline |
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139 | (1) |
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16.1.4 Local Versus Professional |
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139 | (1) |
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16.1.5 Open Versus Closed System |
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139 | (1) |
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16.1.6 Employee- Versus Work-Centered |
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139 | (1) |
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16.2 The Characteristics Employers Seek |
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140 | (6) |
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16.2.1 A Passion For Video Games |
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140 | (1) |
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16.2.2 Strong Communication Skills |
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141 | (1) |
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16.2.3 A Team Player Mindset |
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141 | (1) |
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16.2.4 Positive Mental Attitude |
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142 | (1) |
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16.2.5 Strong Self-Motivation |
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142 | (1) |
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16.2.6 Effective Organizational Skills |
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142 | (1) |
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16.2.7 Attention To Detail |
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143 | (1) |
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16.2.8 A Flexible And Adaptable Attitude |
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143 | (1) |
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16.2.9 Confidence In Abilities |
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144 | (1) |
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16.2.10 Openness To Constructive Feedback |
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144 | (1) |
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16.2.11 A College Degree In A Relevant Subject |
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145 | (1) |
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16.3 What You Need To Do To Get Ready |
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146 | (1) |
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16.4 The Interview Process |
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147 | (1) |
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16.5 Salary And Other Negotiations |
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148 | (3) |
Chapter 17 Your First Gig |
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151 | (6) |
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152 | (1) |
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153 | (1) |
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154 | (3) |
Chapter 18 A Day In The Life |
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157 | (4) |
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18.1 The Phase Of The Project |
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158 | (1) |
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158 | (1) |
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18.3 Shifting Responsibilities |
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159 | (1) |
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160 | (1) |
Chapter 19 Teamwork, Part Two |
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161 | (4) |
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19.1 The Life And Times Of A Team |
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161 | (1) |
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19.2 Production Hierarchy |
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162 | (1) |
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163 | (2) |
Chapter 20 Crunch Time |
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165 | (6) |
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165 | (1) |
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20.2 The Dynamics Of Crunch |
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166 | (2) |
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20.3 When Crunch Kicks In |
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168 | (1) |
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20.4 Crunch And Quality Of Life |
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169 | (2) |
Chapter 21 The Postmortem |
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171 | (4) |
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21.1 What Is A Postmortem? |
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171 | (1) |
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21.2 Running A Postmortem |
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172 | (3) |
Chapter 22 Your First Promotion |
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175 | (4) |
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22.1 What Is A Promotion? |
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176 | (1) |
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22.2 How To Earn A Promotion |
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176 | (3) |
Chapter 23 The Pink Slip |
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179 | (6) |
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179 | (1) |
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180 | (2) |
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23.3 Dealing With Unemployment |
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182 | (1) |
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23.4 Finding A Job Is Itself A Full-Time Job |
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183 | (2) |
Chapter 24 Going Off The Rails |
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185 | (4) |
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24.1 Diagnosing The Problems |
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186 | (2) |
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24.1.1 Lack Of Clarity...Again |
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186 | (1) |
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186 | (1) |
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187 | (1) |
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24.1.4 Serving Two Masters |
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187 | (1) |
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24.1.5 Unexpected External Forces |
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187 | (1) |
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24.1.6 Unwelcome External Forces |
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188 | (1) |
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24.2 Getting Back On The Rails |
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188 | (1) |
Chapter 25 A Continuing History Of Change |
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189 | (6) |
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25.1 Expect Change Forever |
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189 | (1) |
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25.2 The Earliest Personal Computers |
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190 | (1) |
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190 | (2) |
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192 | (1) |
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192 | (1) |
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25.6 Keep Your Skills Sharp |
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193 | (2) |
Chapter 26 Going It Alone |
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195 | (10) |
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26.1 Are You An Entrepreneur? Do You Want To Be? |
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195 | (1) |
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196 | (6) |
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198 | (2) |
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26.2.2 Advance On Royalties |
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200 | (1) |
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201 | (1) |
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202 | (1) |
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202 | (2) |
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204 | (1) |
Chapter 27 The Exploding Gig Economy |
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205 | (10) |
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27.1 Are You Ready For It? |
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206 | (1) |
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27.2 Freelancing And The Game Industry |
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207 | (1) |
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27.3 Is Freelancing Right For You? |
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207 | (1) |
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207 | (1) |
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207 | (1) |
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208 | (1) |
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209 | (1) |
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209 | (2) |
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211 | (1) |
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211 | (1) |
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27.11 Protecting Your Reputation |
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212 | (1) |
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27.12 Political Implications |
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212 | (3) |
Chapter 28 There Is More To Life Than Games |
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215 | (6) |
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215 | (1) |
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28.2 Life Outside Of Work |
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215 | (1) |
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28.3 Family Versus Game Industry |
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216 | (1) |
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28.4 Taking Responsibility For Yourself |
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216 | (1) |
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216 | (2) |
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217 | (1) |
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28.5.2 The Gallup Strengthsfinder |
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217 | (1) |
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28.5.3 The Big Five (OCEAN) Personality Test |
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218 | (1) |
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218 | (1) |
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218 | (1) |
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218 | (1) |
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28.8 Living Lean And Mean |
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219 | (1) |
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220 | (1) |
Appendix 1: Resources For Game Development |
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221 | (6) |
Appendix 2: Top Schools For Game Development And Game Design |
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227 | (26) |
References |
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253 | (4) |
Suggestions For Further Reading |
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257 | (10) |
Index |
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267 | |