Addison-Wesley / Prentice Hall
Computer Science
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ISBN-10: 0735713073
ISBN-13: 9780735713079
Publisher: New Riders
Copyright: 2003
Format: Paper; 320 pp
Published: 09/27/2002
Suggested retail price: $29.99
Buy from myPearsonStore
Have you dreamed of obtaining a game industry job? Get in the Game will help you achieve this! This friendly guide shows you step-by-step how to prepare yourself for a game industry career. With insights from over a dozen industry experts, it�s the only guide you will need for training yourself then finding a game industry job. Discover how to research, meet the right industry people, access the unadvertised job market, sell yourself, create the perfect demo, beat the competition, handle interviews, and negotiate a salary package. This book will show you how to tailor your job search, answer tough interview questions, transition into the game industry from other careers, hone essential resume writing skills and networking skills.
It�s a crash course on everything you need to know about the game industry! You will learn about the following careers;
- Game Designer
- Game Programming
- Game Artist
- Game Production
This book gives insider secrets, sage advice from industry "names," and specific instructions on how to get a dream job in the games industry and keep it.
- The architecture of the Games Industry--exposed.
- Learn from industry insiders at Sony, Pixar, InfoGames, Electronic Arts and Midway about how they got in the game.
- Supplemental reading to the thousands of students enrolled in gaming curriculums across the country.
Game Programming and Design [PTG: NEW RIDERS] (Computer Science)
Multimedia Production [PTG: NEW RIDERS] (Computer Graphics / Arts)
"Marc Mencher delivers a book full of timely and relevant information for
anyone interested in learning more about our dynamic industry."
--Will Wright, Legendary Game Designer, Co-founder of EA / Maxis and the man behind SimCity and The Sims Series.
"This book is a great resource for distilling the vital statistics in a complex industry. A great read for job seekers and fans alike."
-- Paul Steed, 3D Animator / Modeler for the Quake Game Series and author of Modeling a Character in Max and Animating Real-Time Game Characters.
"Whether you're interested in game programming, design, art, or production this book offers up the inside scoop on what goes into creating your favorite games."
-- Marc Saltzman, Author of Game Design Secrets of The Sages and CNN Technology Contributor.
Marc Mencher worked for game companies such as Spectrum Holobyte,Microprose, and 3DO before starting GameRecruiter.com(http://www.GameRecruiter.com),a game industry-recruiting firm. Marc served as President, and later as anadvising board member, of the International Game Developers Network. He hasspoken and held roundtables at several Game Developers Conferences and is aregular speaker at International Game Developers Association (IGDA) eventsaround the country. In addition to representing the game industry's hottesttalent, Marc also volunteers his time as a career coach for graduates from FullSail Real World Education, helping them land their first game industry jobs. Hisarticles have been featured in GIGnews.com, Gamasutra, and GameWEEK.
Currently, Marc is working with the IGDA(http://www.IGDA.com) on chapter development and with Games-Florida(http://www.gamesflorida.com),a non-profit organization formed with the intent of nurturing and expanding theinteractive multi-media industry in the state of Florida. He is also TechnicalAdvisor and Executive Producer for the recently released PC Adventure GameWatchmaker. Marc is working on the release of the PC Adventure Game Tony Toughand The Night of the Roasted Months (PC) and an Action Shooter Tsunami 2265 (PCand PS2), all published by Got Game Entertainment(http://www.GotGameEntertainment.com).Prior to joining the game industry, Marc was the Producer/Project Lead on an$11M joint AI research project funded by the United States Air Force inconjunction with Carnegie Mellon University's Robotics Institute, GeneralElectric, and Pratt Whitney Aircraft Engine Group.
Have you dreamed of obtaining a game industry job? Get in the Game will help you achieve this! This friendly guide shows you step-by-step how to prepare yourself for a game industry career. With insights from over a dozen industry experts, it�s the only guide you will need for training yourself then finding a game industry job. Discover how to research, meet the right industry people, access the unadvertised job market, sell yourself, create the perfect demo, beat the competition, handle interviews, and negotiate a salary package. This book will show you how to tailor your job search, answer tough interview questions, transition into the game industry from other careers, hone essential resume writing skills and networking skills.
It�s a crash course on everything you need to know about the game industry! You will learn about the following careers;
- Game Designer
- Game Programming
- Game Artist
- Game Production
Pearson Higher Education offers special pricing when you choose to package your text with other student resources. If you're interested in creating a cost-saving package for your students, contact your Pearson Higher Education representative for pricing and ordering information.
This title is a member of the New Riders Games, which also contains the titles below . You can also visit the New Riders Games page.
3ds max 7 Fundamentals
Boardman
© 2005 | New Riders | Paper Bound w/CD-ROM; 544 pages | Instock
ISBN-10: 0321321383 | ISBN-13: 9780321321381
Brief Description | Buy from myPearsonStore
Andrew Rollings and Ernest Adams on Game Design
Rollings & Adams
© 2003 | New Riders | Paper; 648 pages | Instock
ISBN-10: 1592730019 | ISBN-13: 9781592730018
Brief Description | Buy from myPearsonStore
Audio for Games: Planning, Process, and Production
Brandon
© 2005 | New Riders | Paper; 240 pages | Out of Stock
ISBN-10: 0735714134 | ISBN-13: 9780735714137
Beginning Math and Physics for Game Programmers
Stahler
© 2004 | New Riders | Paper Bound w/CD-ROM; 504 pages | Instock
ISBN-10: 0735713901 | ISBN-13: 9780735713901
Buy from myPearsonStore
Chris Crawford on Game Design
Crawford
© 2003 | New Riders | Paper; 504 pages | Instock
ISBN-10: 0131460994 | ISBN-13: 9780131460997
Buy from myPearsonStore
Chris Crawford on Interactive Storytelling
Crawford
© 2005 | New Riders | Paper; 384 pages | Instock
ISBN-10: 0321278909 | ISBN-13: 9780321278906
Buy from myPearsonStore
Creating Emotion in Games: The Craft and Art of Emotioneering
Freeman
© 2004 | New Riders | Paper; 576 pages | Instock
ISBN-10: 1592730078 | ISBN-13: 9781592730070
Buy from myPearsonStore
Creating the Art of the Game
Omernick
© 2004 | New Riders | Paper; 320 pages | Instock
ISBN-10: 0735714096 | ISBN-13: 9780735714090
Brief Description | Buy from myPearsonStore
Designing Virtual Worlds
Bartle
© 2003 | New Riders | Paper; 768 pages | Instock
ISBN-10: 0131018167 | ISBN-13: 9780131018167
Buy from myPearsonStore
Developing Games in Java
Brackeen
© 2004 | New Riders | Paper; 1008 pages | Instock
ISBN-10: 1592730051 | ISBN-13: 9781592730056
Buy from myPearsonStore
Game Architecture and Design: A New Edition
Rollings & Morris
© 2004 | New Riders | Paper; 960 pages | Instock
ISBN-10: 0735713634 | ISBN-13: 9780735713635
Brief Description | Buy from myPearsonStore
Game Character Development with Maya
Ward
© 2005 | New Riders | Paper Bound w/CD-ROM; 832 pages | Out of Stock
ISBN-10: 073571438X | ISBN-13: 9780735714380
Game Creation and Careers: Insider Secrets from Industry Experts
Saltzman
© 2004 | New Riders | Paper; 744 pages | Out of Stock
ISBN-10: 0735713677 | ISBN-13: 9780735713673
Get in the Game: Careers in the Game Industry
Mencher
© 2003 | New Riders | Paper; 320 pages | Instock
ISBN-10: 0735713073 | ISBN-13: 9780735713079
Buy from myPearsonStore
Level Design for Games: Creating Compelling Game Experiences
Co
© 2006 | New Riders | Paper Bound w/CD-ROM; 352 pages | Instock
ISBN-10: 0321375971 | ISBN-13: 9780321375971
Buy from myPearsonStore
Game design consists of four essential tasks: imagining a game, defining the way that it works, describing its internal elements, and communicating this information to others. This book examines each of these tasks and shows students not only what issues they will need to address in their design, but how to think about games and gameplay. Andrew Rollings and Ernest Adams on Game Design shows students: The key design elements of every computer and video game, and how to think about them. How to write a high-concept document, a treatment, and a full design script. The essentials of user interface design and how to use them to define their game's look and feel. How to construct and balance their game's internal mechanics to make sure the game is both fun and fair. The relationship between interactivity and narrative, and how to write compelling stories. The unique design problems in each of the major game genres. How to design multi-player games to maximize player interaction and minimize cheating.
Appropriate for beginning students in game design and development.
Game Architecture and Design: A New Edition is an updated a revision of the cult classic of computer game design. This edition teaches the craft of design from first concept to development, including gameplay and game balance, team structure and software architecture, along with the more elusive but vital creative elements such as storytelling, originality, and style. This book advocated a rational, design-led approach to development, aiming primarily for efficiency and the ability to control change. Coverage includes: what's worked and hasn't worked for industry leaders; theoretical concepts of object-oriented design and gameplay; how to apply learned concepts to development, schedules, and procedures; how to give a unique look and feel to games; efficient coding practices; and the ever-changing game industry.
Pearson Higher Education offers special pricing when you choose to package your text with other student resources. If you're interested in creating a cost-saving package for your students contact your Pearson Higher Education representative.
