| This book is for everyone involved in game development and for those who want to break into the industry. Calling someone a “game developer” covers a lot of territory. A developer might be an artist making 3D models; a producer handling external development; a level designer or composer; a programmer or writer. The field is large and getting larger every day.
As developers, our knowledge tends to be deep, but narrow. We tend to know a lot about our day-to-day jobs, but not too much about what the people around us do, or even how the same jobs are done differently at other companies. The articles in Section I will help close that knowledge gap. A glance at the contributor credits shows that each is an expert in the field, and anyone who reads these articles will come away with a much deeper understanding of our industry.
Article 1 is an overview of the business side of game development, with an emphasis on how games are marketed and sold. Articles 2 and 3 describe different jobs in the industry and how to break in. Article 4 is a first-hand account of how one development company landed its first contract. Articles 5 and 6 explore the freelancing life. Articles 7 and 8 cover the pros and cons of using agents and recruiters. Article 9 lists the books that should be on every game developer’s bookshelf. Articles 10 and 11 are about the International Game Developer’s Association (IGDA), and the framework of a curriculum for game studies. Article 12 provides some tips on game design from an historical perspective. Articles 13 and 14 cover the legal side of the house, from understanding intellectual property rights to negotiating contracts. |
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