Making great games
Subtitle: an insider's guide to designing and developing the world's greatest video games
By: Michael Thornton Wyman
Contributors: ScienceDirect (Online service)
Publisher: Focal Press/Elsevier
Published: 2011
Place of publication: Amsterdam; Boston
Language: eng
Format: [electronic resource] :
ISBN-13: 9780240812854
Subjects: Authorship; Video games; Design; Case studies
Description: Join videogame industry veteran Michael Thornton Wyman on a series of detailed, behind-the-scenes tours with the teams that have made some of the most popular and critically acclaimed videogames of the modern era. Drawing on insider's perspectives from a wide variety of teams, learn about the creation of a tiny, independent game project (World of Goo), casual game classics (Diner Dash, Bejeweled Twist), the world's most popular social game (FarmVille) as well as the world's most popular MMORPG (World of Warcraft), PC titles (Half Life 2) to AAA console games (Madden NFL 10), and modern-day masterpieces (Little Big Planet, Rock Band, Uncharted 2: Among Thieves). Hear directly from the creators about how these games were made, and learn from their stories from the trenches of videogames production.^

This book is an excellent resource for those working directly on game design or production, for those aspiring to work in the field, or for anyone who has wondered how the world's greatest videogames get made. * Provides an in-depth look at ten contemporary, best-selling and critically acclaimed videogames across a variety of styles, game types, and platforms. * Unprecedented access and insight into the inner workings of the teams, large and small, responsible for bringing several best-of-breed videogames in the world to market - hear directly from the creative teams in their own words in detailed case studies.^

* Analysis of best practices and pitfalls common to the process of creating great games through all phases, from concept development through prototyping, production, testing and launch.&nbsp; * Includes a dozen interviews with games industry leaders, all of whom have shipped great games including: Halo, The Sims, God of War, Spore, Brutal Legend, NBA Street, Splinter Cell, Skate, Need for Speed, and more. * Hands-on tools and hard-won, real world advice from recognized industry experts you can start using immediately to make better video games. * A companion website provides more up-to-date information as well as reader forums.
Notes: Includes index.

Electronic reproduction. Amsterdam : Elsevier Science & Technology, 2010. Mode of access: World Wide Web. System requirements: Web browser. Title from title screen (viewed on Nov. 3, 2010). Access may be restricted to users at subscribing institutions.
Table of contents: title: Acknowledgements; Introduction; Part 1: The Games: Little Big Planet (Media Molecule) (interview - Chris Trottier/Game Designer/Spore); World of Warcraft (Blizzard) (interview - Robyn Wallace/Development Director/NBA Street V3); Diner Dash (Gamelab) (interview -Don Walters/Producer/Burger Shop 2); Half Life II (Valve) (interview - Richard Dansky/Game Writer/Splinter Cell: Conviction); Uncharted 2: Among Thieves (Naughty Dog) (interview - Wade Mulhearn/Artist/God of War III); Rock Band (Harmonix) (interview - Peter McConnell/Composer/Brutal Legend); FarmVille (Zynga) (interview - Stefan Sinclair/Programmer/Halo 3); Bejeweled Twist (PopCap) (interview - Clint Jorgenson/Front End Designer/Skate 3); Madden NFL 10 (Electronic Arts) (interview - Stephen Kearin/Voice Actor/The Sims); World Of Goo (2D Boy) (interview - Rich Curren/Art Director/SSX On Tour); Part 2: Analysis:&nbsp;Commonalities: What Goes Right; Commonalities: What Goes Wrong; The Nature of High Performing Teams; Applying These Learnings to Your Game Projects; Hiring and Managing for Success (interview - Fields/External Producer/Need For Speed: Undercover).