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.
3.0 out of 5 starsI picked this up to help me better communicate with software engineers
April 7, 2015 - Published on Amazon.com
I picked this up to help me better communicate with software engineers. Knowing the existing terms for things can be helpful. This dictionary was somewhat helpful. There are terms some terms and expressions that are missing from the lexicon. Mostly, I needed some way to do a reverse look up on expressions. A dictionary isn't the best tool for this.
4.0 out of 5 starsProofread your proofreaders, Cengage!
July 22, 2016 - Published on Amazon.com
A necessary reference book!
So why the star loss? One major publishing error. There are icons used in the definitions to clarify what discipline of game development is being referenced. "Dice" for design, a "Monitor" for programming, etc. But they mixed up the icons for production and sound design. So whenever a sound reference is being made, you'll see a business suit instead of a musical note. And vice versa.
It's bearable enough to overlook for some but can definitely get on your nerves if you're OCD, any kind of perfectionist, or just a stickler for accuracy.
5.0 out of 5 starsVery helpful and light weight, easy to carry on you at all times.
March 16, 2012 - Published on Amazon.com
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.
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.