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Lean Game Development

Lean Game Development PDF Author: Julia Naomi Rosenfield Boeira
Publisher: Apress
ISBN: 148423216X
Category : Computers
Languages : en
Pages : 150

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Book Description
Apply lean frameworks and other concepts of software development to the process of your game development. Resistance to Agile methodologies in the gaming industry is most often due to frustrated attempts to use lean tools and frameworks. Lean Game Development teaches you how to apply frameworks and concepts successfully to benefit you and your team. You will see how to manage, develop and coexist in a lean game development environment. You’ll understand what lean is and how it helps the gaming industry. You’ll see how to apply MVP concepts and why you should. The concepts taught are used not only in the design of the software code but also in all stages of the development process. Ideal for any game development company, including indie and small studios, Lean Game Development offers new opportunities for streamlining your workflow and benefiting your game development overall. What You'll Learn Discover how lean helps the gaming industry Understand the value of lean over Agile Apply MVP concepts to gaming industry Work with basic automated testing for gaming environment Who This Book Is For Game developers, artist, designers and project managers

Lean Game Development

Lean Game Development PDF Author: Julia Naomi Rosenfield Boeira
Publisher: Apress
ISBN: 148423216X
Category : Computers
Languages : en
Pages : 150

View

Book Description
Apply lean frameworks and other concepts of software development to the process of your game development. Resistance to Agile methodologies in the gaming industry is most often due to frustrated attempts to use lean tools and frameworks. Lean Game Development teaches you how to apply frameworks and concepts successfully to benefit you and your team. You will see how to manage, develop and coexist in a lean game development environment. You’ll understand what lean is and how it helps the gaming industry. You’ll see how to apply MVP concepts and why you should. The concepts taught are used not only in the design of the software code but also in all stages of the development process. Ideal for any game development company, including indie and small studios, Lean Game Development offers new opportunities for streamlining your workflow and benefiting your game development overall. What You'll Learn Discover how lean helps the gaming industry Understand the value of lean over Agile Apply MVP concepts to gaming industry Work with basic automated testing for gaming environment Who This Book Is For Game developers, artist, designers and project managers

Lean Game Development

Lean Game Development PDF Author: Julia Naomi Rosenfield Boeira
Publisher: Apress
ISBN: 9781484232156
Category : Computers
Languages : en
Pages : 150

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Book Description
Apply lean frameworks and other concepts of software development to the process of your game development. Resistance to Agile methodologies in the gaming industry is most often due to frustrated attempts to use lean tools and frameworks. Lean Game Development teaches you how to apply frameworks and concepts successfully to benefit you and your team. You will see how to manage, develop and coexist in a lean game development environment. You’ll understand what lean is and how it helps the gaming industry. You’ll see how to apply MVP concepts and why you should. The concepts taught are used not only in the design of the software code but also in all stages of the development process. Ideal for any game development company, including indie and small studios, Lean Game Development offers new opportunities for streamlining your workflow and benefiting your game development overall. What You'll Learn Discover how lean helps the gaming industry Understand the value of lean over Agile Apply MVP concepts to gaming industry Work with basic automated testing for gaming environment Who This Book Is For Game developers, artist, designers and project managers

Agile Game Development with Scrum (Adobe Reader)

Agile Game Development with Scrum (Adobe Reader) PDF Author: Clinton Keith
Publisher: Pearson Education
ISBN: 9780321670281
Category : Computers
Languages : en
Pages : 384

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Book Description
Deliver Better Games Faster, On Budget—And Make Game Development Fun Again! Game development is in crisis—facing bloated budgets, impossible schedules, unmanageable complexity, and death march overtime. It’s no wonder so many development studios are struggling to survive. Fortunately, there is a solution. Scrum and Agile methods are already revolutionizing development outside the game industry. Now, long-time game developer Clinton Keith shows exactly how to successfully apply these methods to the unique challenges of game development. Keith has spent more than fifteen years developing games, seven of them with Scrum and agile methods. Drawing on this unparalleled expertise, he shows how teams can use Scrum to deliver games more efficiently, rapidly, and cost-effectively; craft games that offer more entertainment value; and make life more fulfilling for development teams at the same time. You’ll learn to form successful agile teams that incorporate programmers, producers, artists, testers, and designers—and promote effective collaboration within and beyond those teams, throughout the entire process. From long-range planning to progress tracking and continuous integration, Keith offers dozens of tips, tricks, and solutions—all based firmly in reality and hard-won experience. Coverage includes Understanding Scrum’s goals, roles, and practices in the context of game development Communicating and planning your game’s vision, features, and progress Using iterative techniques to put your game into a playable state every two to four weeks— even daily Helping all team participants succeed in their roles Restoring stability and predictability to the development process Managing ambiguous requirements in a fluid marketplace Scaling Scrum to large, geographically distributed development teams Getting started: overcoming inertia and integrating Scrum into your studio’s current processes Increasingly, game developers and managers are recognizing that things can’t go on the way they have in the past. Game development organizations need a far better way to work. Agile Game Development with Scrum gives them that—and brings the profitability, creativity, and fun back to game development.

An Introduction to HTML5 Game Development with Phaser.js

An Introduction to HTML5 Game Development with Phaser.js PDF Author: Travis Faas
Publisher: CRC Press
ISBN: 1315318687
Category : Computers
Languages : en
Pages : 300

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Book Description
Experience the thrill of crafting your own HTML5 game with Phaser.js game engine. HTML5 and modern JavaScript game engines have helped revolutionized web based games. Each chapter in An Introduction to HTML5 Game Development with Phaser.js showcases a sample game that illustrates an aspect of Phaser.js (now Lazer.js) that can be used as is, or in remixed games of the developer’s design. Each of these examples help the reader to understand how to optimize JavaScript game development with modern project tooling like Grunt and Bower. Though the world of HTML game development continues to grow and evolve, An Introduction to HTML5 Game Development with Phaser.js, provides a grounded resource and vital learning tool to anyone looking to optimize web game development process.

Buildbox 2.x Game Development

Buildbox 2.x Game Development PDF Author: Ty Audronis
Publisher: Packt Publishing Ltd
ISBN: 1786462486
Category : Computers
Languages : en
Pages : 310

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Book Description
Build rich, high production value mobile games and distribute them across different platforms with Buildbox About This Book Create captivating 2D & 2.5D (isometric) video games for all platforms Leverage Buildbox to monetize and prepare your games for distribution This step-by-step tutorial will get you generating complex and media rich games with no coding experience Who This Book Is For This book caters to those who have an interest or desire to create their own mobile games either as a hobbyist or who are looking to enhance their skills as a professional games developer. No coding experience is required. What You Will Learn Create the illusion of a 3D background in your game using parallax Add advanced controls and obstacles to our first world Develop assets (graphic and audio) for the Buildbox engine Design games based on the capabilities and limitations of Buildbox and their target platforms Compile and distribute video games on various channels such as Steam, iOS store, Android stores, and the Mac App Store Optimize your games to get the absolute best quality within platform restrictions Conquer common issues experienced with Buildbox development In Detail Buildbox is an “any skill level” development platform to develop video games with no coding experience. It also exports these games to be compiled for any platform (from Windows to Mac to iOS to Android and Blackberry) all using the same graphic user interface. Using an example as a tutorial, we will relate the driving principles and you'll see how you can implement these principles to develop any games on the platform. We begin by setting expectations and providing a brief overview of the software. But it's not long before you “dive in” to creating your first video game. You will actually have a playable level (“world”) by the end of the second chapter. Later on, you'll learn everything from basic graphics creation to advanced world design while you refine your first game, called “Ramblin' Rover.” All along the way, you will see how certain functions could be used in tandem to create other types of games; hoping to spark imagination. We will follow the principles and process of monetization through ads and in-game rewards. Lastly, we will go through the process of exporting, compiling, and preparing your storefront to sell the games you will eventually create. Style and approach This book follows a tutorial-based approach that teaches through examples, while also providing the necessary principles to enable you to abstract these principles into any game you want to make.

Phaser.js Game Design Workbook

Phaser.js Game Design Workbook PDF Author: Stephen Gose
Publisher: Scribl
ISBN: 1952635012
Category : Business & Economics
Languages : en
Pages : 183

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Book Description
This is a different book format for game development -- unlike anything you have seen. As I create a generic game in html5 using phaser.js framework, **you develop your own game** by simply following and translating my easy concepts into your own game design. **When you complete this workbook, unlike other game development books, you will have your own game, not a game of the author's.** For example, if you have never created an online game in html5 and JavaScript, you might like to start with chapters 1 through 3 while a seasoned game developer might like chapters 4, 8, 11 and the appendix. The workbook's **appendix is a resource dictionary with all the open-source free assets on the Internet.** Each chapter guides you in [my decision/design process](http://www.stephen-gose.com) you see why I am choosing various business and software results -- all of this in well-commented source code so you can get it right away. In summary, you complete your own exciting game in your selected genre using the free open source Phaser JavaScript Gaming Framework and other JavaScript tools following this step-by-step workbook. The power of the Phaser JavaScript Framework is yours.

Advances in Human Factors, Business Management and Society

Advances in Human Factors, Business Management and Society PDF Author: Jussi Ilari Kantola
Publisher: Springer
ISBN: 3319947095
Category : Technology & Engineering
Languages : en
Pages : 699

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Book Description
This book presents practical approaches for facilitating the achievement of excellence in the management and leadership of organizational resources. It shows how the principles of creating shared value can be applied to ensure faster learning, training, business development, and social renewal. In particular, it presents novel methods and tools for tackling the complexity of management and learning in both business organizations and society. Discussing ontologies, intelligent management systems, methods for creating knowledge and value added, it offers novel insights into time management and operations optimization, as well as advanced methods for evaluating customers’ satisfaction and conscious experience. Based on two conferences, the AHFE 2018 International Conference on Human Factors, Business Management and Society, and the AHFE 2018 International Conference on Human Factors in Management and Leadership, held on July 21–25, 2018, in Orlando, Florida, USA, the book provides both researchers and professionals with new tools and inspiring ideas for achieving excellence in various business activities. Chapter “Convolutional Gravitational Models for Economic Exchanges: Mathematical Extensions for Dynamic Processes and Knowledge Flows” is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

CRYENGINE Game Development Blueprints

CRYENGINE Game Development Blueprints PDF Author: Richard Gerard Marcoux III
Publisher: Packt Publishing Ltd
ISBN: 1784390100
Category : Computers
Languages : en
Pages : 322

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Book Description
Perfect the art of creating CRYENGINE games through exciting, hands-on game development projects About This Book Create CRYENGINE games from scratch with CRYENGINE Blank Game Starter-kit Discover good working practices and tips to quickly jump into making a new level in the game Build practical game projects and discover advanced concepts of CRYENGINE game development using the examples in the book Who This Book Is For This book is intended for CRYENGINE game developers, wanting to develop their skills with the help of industry experts. A good knowledge level and understanding of CRYENGINE is assumed, to allow efficient programming of core elements and applications. What You Will Learn Create a CRYENGINE game from scratch with the Game Starter-kit Add custom methods to allow the player/AI to use a weapon Create complete “start” and “end” game menus using Scaleform and C++ Discover how to use highpoly modeling workflow and techniques within the pipeline for the SDK to use Use the Crytiff exporter from Photoshop Export the CHR—the format the engine needs to read the skeleton Integrate the character in the engine using the character tool Better understand the rules to create and author skeletons to rig characters designed for CRYENGINE Debug common setup issues that might appear during production with useful tools In Detail CRYENGINE is a game engine developed by Crytek for PC, Playstation, Xbox, Android, and iOS. It can be used to create AAA games, movies, high-quality simulations, and interactive applications. It is most popularly used for game development. In this book, you will start off by exploring the CRYENGINE “Blank” Game Starter-kit, creating a completely playable character from scratch and controlling its movement. You will learn how to implement a weapon and ammo class, and will create complete “start” and “end” game menus using Scaleform and C++. Additionally, you will learn some key texturing techniques for PBR and how to create and bake maps to the lowpoly model. You will also explore how to get a static model from Maya and shaders setbup in the SDK to check the textures during creation, and create all the necessary engine files to export and see the game character's animations in your engine. In the final third of the book, you will learn how to create objectives, set up saved games, layer on audio polish to help immerse the player in the experience, and debug game issues. Style and approach An easy-to-follow, practical guide covering three exciting projects. As you work through each project you will explore new topics including complex animation, advanced scripting, and complex character motion. All the code used in each project is explained in detail.

Organizational Change through Lean Methodologies

Organizational Change through Lean Methodologies PDF Author: A. Heri Iswanto
Publisher: CRC Press
ISBN: 100020992X
Category : Business & Economics
Languages : en
Pages : 144

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Book Description
Lean is a type of organizational change brought about through improvement methods based on cost reduction mechanism. The assumption is that by reducing costs, the organizations can work better and more efficiently. All changes in lean-based organizations are directed at reducing these costs by identifying and eliminating waste. The thinking is that cost reduction will increase efficiency since, basically, it removes process inefficiencies and decreases cycle time. Why are targets directed at cost reduction? Because costs are a crucial factor for sustainable business organization. Lean thinking cuts the value of scale production by looking at the existing waste in a process. Production remains the same, but the costs of goods production are reduced due to the elimination of waste in the process. As a result, companies do not have to increase their production if it is not required, giving companies an increase in average profits due to lean and the elimination of identified waste. The focus on cost reduction can be included in the overall lean concept since cost wasting is only a part of the existing waste. In other words, other waste can be converted into costs or perceived as a value. This book starts the mental process of organization change through lean thinking. It provides the background and history of lean, and then gets into how the lean process works. The author also discusses why an organization should implement lean as a method to increase quality and engage workers in the process, thereby increasing efficiency and, ultimately, profitability. Through case studies and examples from Indonesia, the author describes how to create a value stream to identify waste and discusses the concept of a pull system and its impact on the process.

Interactivity and Game Creation

Interactivity and Game Creation PDF Author: Anthony Brooks
Publisher: Springer Nature
ISBN: 3030734269
Category : Computers
Languages : en
Pages : 478

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Book Description
This book constitutes the refereed post-conference proceedings of the 9th International Conference on Interactivity and Game Creation, ArtsIT 2020, held in Aalborg, Denmark, in December 2020. Due to COVID-19 pandemic the conference was held virtually. The 28 revised full papers presented were carefully selected from 60 submissions. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology, including open related topics like interactivity and game creation. They are grouped in terms of content on art, installation and performance; games; design; intelligence and creativity in healthcare; wellbeing and aging.