- Subjects
- Published
-
Cambridge, Massachusetts ; London, England :
The MIT Press
[2014]
- Language
- English
- Main Author
- Physical Description
- xii, 337 pages ; 24 cm
- Bibliography
- Includes bibliographical references and index.
- ISBN
- 9780262028196
- How to Play (Use) This Game (Book)
- Minus World: A Glitch
- World-1: "Ship It"
- Introduction: A Videogame Industry Primer
- World 1. A Tutorial Level
- World 1-1. The Text's Software Development Kit (SDK)
- World 1-2. The Characters-My Gorillas
- World 1-3. Developer's Dilemma-The Mechanics of the Rant and the Genre of Zero Punctuation
- World 1-4. Learning to Use the Debugger
- World 1. Boss Fight: Ready? Fight!
- Preproduction: Muddling Toward a Videogame
- World 2. Teasing Out Underlying Systems and Structures
- World 2-1. Talking the Game Design Talk
- World 2-2. Bumping into Software
- World 2-3. Bumping into Hardware
- World 2-4. Instrumental Work/Play
- World 2. Boss Fight: "Ya Gotta Get over That Real Quick ..."
- World 3. Assembling Experimental Systems
- World 3-1. The Importance of "the Pipeline"
- World 3-2. The Console and the Debug Menu
- World 3-3. Rise of the Technical Artist and Tools Engineer
- World 3-4. Fault Lines, Fault Lines, Fault Lines Everywhere
- World 3. Boss Fight: The Fun Part Is Over Now
- Production: Let's Go Make Stuff!
- World 4. Interactive Game Development Tools
- World 4-1. Engineering Interactivity
- World 4-2. Interactive Artistry
- World 4-3. Designing Interactivity Interactively
- World 4-4. Keeping Things Synched
- World 4. Boss Fight: This Ain't Anything like Grandma's Boy
- World 5. Leeroy Jenkins, Autoplay, and Crunch
- World 5-1. Managing Chaos
- World 5-2. The Importance of Passion
- World 5-3. The Game Develop(er/ment) Mythology
- World 5-4. Designing the Perpetual Startup System
- World 5. Boss Fight: The Rise and Fall of "Quality of Life"
- Publishing, Manufacturing, and (Digital) Distribution
- World 6. Actor-Networks of (In)access
- World 6-1. Why the Console Face?
- World 6-2. The License
- World 6-3. The Development Kit ("DevKit")
- World 6-4. The Non-Disclosure Agreement (NDA)
- World 6. Boss Fight; Institutional Alzheimer's
- World 7. Disciplining the Industry's Actor-Networks
- World 7-1. Software Is Society Made Malleable
- World 7-2. Production Protection
- World 7-3. Patent and Copyright "Risk"
- World 7-4. The Death of Hacking and Homebrew
- World 7. Boss Fight: Is That Your Head Over There?
- Epilogue: The Videogame Industry Game
- World 8. A Game Design Document
- World 8-1. What's in a Game?
- World 8-2. Vertical Slice-An Analytic Conclusion
- World 8-3. "The Expo Demo"-Two Gameplay Narratives
- World 8-4. Core Gameplay and Game Elements
- World 8. Boss Fight: The Credits Roll and Bowser Lives
- Notes
- Glossary
- References
- Index