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The Game Developer's Dictionary: A Multidisciplinary Lexicon for Professionals and Students [Hardcover]

Dan Carreker

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Book Description

Jan. 12 2012 1435460812 978-1435460812 1
The video game industry has evolved. What was at first hobbyists working in their spare time in school labs or converted garages has grown into veteran specialists working in high-rise offices and multimillion-dollar studios. Some of these professionals came from those early days of video game development, but many emerged from other disciplines, including traditional game design, art, software programming, film animation, screenwriting, engineering, music production, and many more. Each of them brought along their own language—a collection of terms and definitions relevant to their field—which filtered in and out of the industry as they did. Games continued to change and so did the way we talked about them. Confusion inevitably arose as each discipline had, up until then, been largely independent and therefore had its own unique vocabulary. For example, what was known as “value” by an artist would have been called “brightness” by a programmer (to whom value meant something else entirely). “Theme” had a different meaning to a game designer than it did to a writer. A common language had not, and still has not, developed; yet in order for the members of any multidisciplinary venture to communicate efficiently, it must. THE GAME DEVELOPER’S DICTIONARY is the first attempt to collect the terms and phrases used within all avenues of game development, and define them, with hundreds of definitions covering game art, design, programming, production, writing, and sound. Terms are categorized alphabetically and by discipline so that entries can be accessed quickly and easily. The book emphasizes creating an understanding between the game development disciplines – great care has been exercised to define terms in ways that someone outside the related area of expertise can easily grasp. A survey of game industry job titles and their descriptions is also included.

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Review

1. Forward. 2. Preface: One the Need for a More Common Language. 3. How to Use this Dictionary. 4. Alphabetical Listing of Entries. 5. Appendix A: Cross Reference for Alternate Listings. 6. Appendix B: Persons Listed within Entries.

About the Author

Dan Carreker currently teaches Game Development classes at Mt. Sierra College and has industry experience as both a Database Manager for Activision's Production/QA department and as a freelance game designer. He has published several articles including advice for Game Development students and how to break into the industry.

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Front Cover | Copyright | Table of Contents | Excerpt | Index
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Amazon.com: 5.0 out of 5 stars  2 reviews
5.0 out of 5 stars Very helpful and light weight, easy to carry on you at all times. March 16 2012
By Richie7RK - Published on Amazon.com
Format:Hardcover
An awesome book, very helpful. There are not many gaming dictionaries out there and it is very hard to find certain gaming terminologies on the web. I highly recommend this book not just for any average gamer, but also designers, developers, hobby, or just to touch base with certain terms and always improve your knowledge when going into a convention.
5.0 out of 5 stars Necessary Resource March 16 2012
By Scott Russell - Published on Amazon.com
Format:Hardcover
This book is long overdue. For years we've tried to get by in the game industry without a common language. "Game Designer" means one thing to one person and another to someone else. With the dictionary, hopefully we can all be on the same page. For Game Developers and students of Game Arts & Design, this is an invaluable asset, and a must for every bookshelf.

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