11 used & new from £15.74

Have one to sell? Sell yours here
 
 
Game Architecture and Design
 
See larger image
 

Game Architecture and Design [Illustrated] (Paperback)

by Andrew Rollings (Author)
5.0 out of 5 stars  See all reviews (5 customer reviews)

Available from these sellers.


3 new from £35.50 8 used from £15.74

Customers Viewing This Page May Be Interested in These Sponsored Links

  (What is this?)
   Course In Game Design opens new browser window
www.Train2Game.com  -  Develop Your Own Games With Full Tutor Support. Contact Us Now! 
   Architectural Design opens new browser window
www.Bentley.com/products/gc  -  Generative Components software lets you create with no boundaries. 
   Architectural Design opens new browser window
www.LocalSurveyorsDirect.co.uk  -  Find Architect For Home Improvement or Constructions. Get Listings Here 
  
 

Customers Who Bought This Item Also Bought

The Ultimate Guide to Video Game Writing and Design

The Ultimate Guide to Video Game Writing and Design

by Flint Dille
4.0 out of 5 stars (1)  £8.40
C++ for Game Programmers (Charles River Media Game Development)

C++ for Game Programmers (Charles River Media Game Development)

by Mike Dickheiser
5.0 out of 5 stars (4)  £27.61
Explore similar items

Product details

  • Paperback: 742 pages
  • Publisher: Coriolis Group,U.S.; illustrated edition edition (Nov 1999)
  • Language English
  • ISBN-10: 1576104257
  • ISBN-13: 978-1576104255
  • Product Dimensions: 23.1 x 18.8 x 4.8 cm
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (5 customer reviews)
  • Amazon.co.uk Sales Rank: 677,067 in Books (See Bestsellers in Books)
  • See Complete Table of Contents

Product Description

Amazon.co.uk Review

With plenty of detail drawn from the trenches of actual projects, Game Architecture and Design makes a compelling case that game developers should adopt some of the same software management strategies used by other computer companies. This provocative title is sure to be of interest to any programmer or manager who works in the gaming industry.

This book stands out with its real-world perspective on the video game business. Its authors share dozens of case studies and anecdotes from the field, including some behind-the-scenes details on some well-known recent titles. Besides notable successes, there are plenty of stories of what can go wrong. (One of the most entertaining sections here presents interviews with game industry experts, who universally argue against formal software process while describing the many problems of writing games.) This text succeeds in showing that long hours, missed deadlines and mediocre software may be the result of sloppy (or non-existent) design and management techniques and a "hacker" mentality on the part of programmers.

Besides a diagnosis of what doesn't work, the authors offer several potential cures. They show that proper design, planning and project management (used in mainstream business computing) can improve gaming software. The authors predict that in the future, "software factories" will use third party engines, re-usable objects and other tools, along with team organisation and management, to create better games.

After showing off the steps needed for designing and developing game software successfully, the authors also provide a full-fledged example(using DirectX and C++) to help get you started. Anyone who wants a glimpse into the often disordered world of game development--and advice that can help bring some order to the chaos--should read this intelligent and provocatively argued book, which challenges conventional thinking on the best way to develop entertainment software. --Richard Dragan, Amazon.com



Synopsis

A guide to computer game design, architecture, and management explores the application of design principles, shares the experiences of game programmers, and offers an overview of game development software.

Suggested Tags from Similar Products

 (What's this?)
Be the first one to add a relevant tag (keyword that's strongly related to this product)
 
game development

Your tags: Add your first tag
 

What Do Customers Ultimately Buy After Viewing This Item?

Game Architecture and Design
80% buy the item featured on this page:
Game Architecture and Design 5.0 out of 5 stars (5)
Game Architecture and Design (NRG - Programming)
20% buy
Game Architecture and Design (NRG - Programming) 3.0 out of 5 stars (1)
£30.02

 

Customer Reviews

5 Reviews
5 star:
 (5)
4 star:    (0)
3 star:    (0)
2 star:    (0)
1 star:    (0)
 
 
 
 
 
Average Customer Review
5.0 out of 5 stars (5 customer reviews)
 
 
 
 
Share your thoughts with other customers:
Most Helpful Customer Reviews

 
4 of 4 people found the following review helpful:
5.0 out of 5 stars Required reading for any software developer, 15 Jul 2000
By A Customer
If you enjoyed and agreed with the books by Steve McConnell, where good sound principles of software engineering and development are advocated over the typical hack and fix mentality so prevalent in the software industry as a whole and especially indulged in by game developers, you will enjoy this book.

If you are a game developer (as I am) or trying to become one, do yourselves and your colleagues a favour, buy and read this book and more importantly apply the principles it gives. I fail to understand how any developer can reject the reasoned arguments and practical advice put forward, unless of course you are one of the prim-dona or maverick developers portrayed in the book, believing it is your god given right because you have spent long hours alone learning C++ inside out and the latest 3D graphic techniques to work exactly as you please. In which case I recommend a long unsuccessful career as a one man developer.

Just because you are working to a well thought out design where the code subsystems are planned in advance and are discouraged from hacking up some great new special effect you've suddenly got the urge for, does not mean that your creativity has been replaced in the name of discipline. As Steve McConnell says in his book, After The Gold Rush, "We've all seen ugly buildings in which artistic considerations lost the battle with engineering economy, or in which aesthetics appear not to have been considered at all. Engineering without art can be ugly, but art without engineering may be impossible. Engineering does not constrain artistic possibilities. The lack of engineering constrains artistic possibilities."

In short this work is a must have if you have any aspirations at all of rising out of the game development pit of mediocrity and calling yourself a proffesional.

Comment Comment | Permalink | Was this review helpful to you? Yes No (Report this)



 
4 of 4 people found the following review helpful:
5.0 out of 5 stars THE book on game design., 26 Jun 2000
By A Customer
This book is truly excellent. It doesn't focus on a specific kind of game, but covers general principles and good development practices, with some case studies to learn from previous mistakes and successes.

The first section is about game design, i.e. what will it be like to play the game. Here you can find useful information about balancing games, gameplay, the relationships between different units and developing the look and feel of the game. It also examines the systems used in existing games. It also includes some insights from influential game designers.

Then, there is a part about team management. For me, game programming is a hobby so this part wasn't very useful. Still, it contained some useful comments about the importance of planning ahead and having a good systematic approach for the development.

The third part is about game architecture. This describes techniques for creating complex game software so that it remains manageable and extensible. Some very practical insights about reuse of standard components can be found here, and several ways to make the programming easier, such as design patterns and encapsulation of complex functions. This part doesn't show you how to put a polygon on the screen or get a sound from the speaker, for that you'd need a different book. What it does show, and where many other game programming books fail, is how to take the technologies and then actually combine them into a working game.

Finally, there are design documents for some games, to illustrate the concepts used in the book by applying them to real projects.

While many game programming books are limited to a certain type of games, primarily first-person shooters, and aren't very useful when doing something different, this one contains material that will be useful to anyone making games. It doesn't matter if you're making a shooter, flightsim, strategy game or even a new genre, this book will have some useful information.

In my opinion, it's the best book on game development I've read. High-quality reading material.

Comment Comment | Permalink | Was this review helpful to you? Yes No (Report this)



 
1 of 1 people found the following review helpful:
5.0 out of 5 stars Just it's a "GREAT" book, 11 Jan 2001
By A Customer
If you wanna got a clear idea about all areas involved on designing a real game, here you'll find everything you need. Don't miss the advices about every process steps.
Comment Comment | Permalink | Was this review helpful to you? Yes No (Report this)


Share your thoughts with other customers: Create your own review
 
 
 
Most Recent Customer Reviews

5.0 out of 5 stars Bloody Brilliant
This book is a must for anyone interested in the games industry, be it as a hobby or as thier job. I work in the games industry myself, as a Designer, and this book has helped me... Read more
Published on 28 Feb 2000

5.0 out of 5 stars A must have for managers and architects on the front line.
This book details the life cycle of games development with accurancy, but more than that it helps anyone who needs to deal with developing new applications in fast changing... Read more
Published on 17 Jan 2000

Only search this product's reviews



Customer Discussions

This product's forum
Discussion Replies Latest Post
No discussions yet

Ask questions, Share opinions, Gain insight
Start a new discussion
Topic:
First post:
Prompts for sign-in
 

   


Look for similar items by category


Look for similar items by subject


Feedback

Ad

Your Recent History

 (What's this?)

After viewing product detail pages or search results, look here to find an easy way to navigate back to pages you are interested in.