Developer's dilemma : the secret world of videogame creators
Rank-and-file game developers bring videogames from concept to product, and yet their work is almost invisible, hidden behind the famous names of publishers, executives, or console manufacturers. In this book, Casey O'Donnell examines the creative collaborative practice of typical game develope...
Ausführliche Beschreibung
Autor*in: |
O'Donnell, Casey [verfasserIn] |
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Format: |
E-Book |
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Sprache: |
Englisch |
Erschienen: |
Cambridge, Massachusetts London, England: The MIT Press ; 2014 © 2014 |
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Schlagwörter: |
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Anmerkung: |
Includes bibliographical references and index |
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Umfang: |
1 Online-Ressource (xii, 337 pages) |
Reihe: |
Inside technology |
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Links: | |
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ISBN: |
0-262-32283-8 978-0-262-32283-6 |
Katalog-ID: |
863852971 |
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allfields |
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0262322838 : electronic bk. 0-262-32283-8 9780262322836 : electronic bk. 978-0-262-32283-6 (DE-627)863852971 (DE-576)986385297X (DE-599)BVBBV042509288 (OCoLC)899740595 (MITPRESS)6981845 (EBP)055122655 DE-627 ger DE-627 rda eng 794.8/1526 23 O'Donnell, Casey verfasserin aut Developer's dilemma the secret world of videogame creators Casey O'Donnell Cambridge, Massachusetts London, England The MIT Press [2014] © 2014 1 Online-Ressource (xii, 337 pages) Text txt rdacontent Computermedien c rdamedia Online-Ressource cr rdacarrier Inside technology Includes bibliographical references and index Rank-and-file game developers bring videogames from concept to product, and yet their work is almost invisible, hidden behind the famous names of publishers, executives, or console manufacturers. In this book, Casey O'Donnell examines the creative collaborative practice of typical game developers. His investigation of why game developers work the way they do sheds light on our understanding of work, the organization of work, and the market forces that shape (and are shaped by) media industries. O'Donnell shows that the ability to play with the underlying systems -- technical, conceptual, and social -- is at the core of creative and collaborative practice, which is central to the New Economy. When access to underlying systems is undermined, so too is creative collaborative process. Drawing on extensive fieldwork in game studios in the United States and India, O'Donnell stakes out new territory empirically, conceptually, and methodologically. Mimicking the structure of videogames, the book is divided into worlds, within which are levels; and each world ends with a boss fight, a "rant" about lessons learned and tools mastered. O'Donnell describes the process of videogame development from pre-production through production, considering such aspects as experimental systems, "socially mandatory" overtime, and the perpetual startup machine that exhausts young, initially enthusiastic workers. He links work practice to broader systems of publishing, manufacturing, and distribution; introduces the concept of a privileged "actor-intra-internetwork"; and describes patent and copyright enforcement by industry and the state. Computer games ; Programming Computer software ; Development Video games ; Design Video games ; Authorship Computer software developers 9780262028196 0262028190 Erscheint auch als Druck-Ausgabe 9780262028196 https://ieeexplore.ieee.org/book/6981845 X:MITPRESS Verlag lizenzpflichtig http://www.gbv.de/dms/bowker/toc/9780262028196.pdf V:DE-601 X:Bowker pdf/application 2016-12-13 Verlag Inhaltsverzeichnis Inhaltsverzeichnis ZDB-37-IEM 2014 GBV_ILN_22 ISIL_DE-18 SYSFLAG_1 GBV_KXP GBV_ILN_22_i22818 GBV_ILN_23 ISIL_DE-830 GBV_ILN_62 ISIL_DE-28 GBV_ILN_100 ISIL_DE-Ma9 GBV_ILN_370 ISIL_DE-1373 GBV_ILN_2015 ISIL_DE-93 BO 045F 794.8/1526 22 01 0018 3848471132 olrm-h228-MITIEEE zi22818 03-02-21 23 01 0830 1626974209 olr-MIT i z 26-07-16 62 01 0028 165560015X OLR-MIT Vervielfältigungen (z.B. Kopien, Downloads) sind nur von einzelnen Kapiteln oder Seiten und nur zum eigenen wissenschaftlichen Gebrauch erlaubt. Die Weitergabe an Dritte sowie systematisches Downloaden sind untersagt. z 30-12-16 100 01 3100 4472464454 09 --%%-- eBook MIT Press --%%-- --%%-- OLR-MIT-CEC Vervielfältigungen (z.B. Kopien, Downloads) sind nur zum eigenen wissenschaftlichen Gebrauch erlaubt. Keine Weitergabe an Dritte. Kein systematisches Downloaden durch Robots. z 30-01-24 370 01 4370 4011218006 olr-ebook mitieee Vervielfältigungen (z.B. Kopien, Downloads) sind nur von einzelnen Kapiteln oder Seiten und nur zum eigenen wissenschaftlichen Gebrauch erlaubt. Keine Weitergabe an Dritte. Kein systematisches Downloaden durch Robots. i z 01-12-21 2015 01 DE-93 374074846X 00 --%%-- --%%-- p --%%-- Campuslizenz l01 18-08-20 22 01 0018 Volltextzugang Campus https://ieeexplore.ieee.org/book/6981845 22 01 0018 Nur für Angehörige der Universität Hamburg: Volltextzugang von außerhalb des Campus http://emedien.sub.uni-hamburg.de/han/ieee/ieeexplore.ieee.org/book/6981845 23 01 0830 MIT Press EBook https://ieeexplore.ieee.org/book/6981845 62 01 0028 https://ieeexplore.ieee.org/book/6981845 100 01 3100 https://ieeexplore.ieee.org/book/6981845 100 01 3100 für Uniangehörige: Zugang weltweit http://han.med.uni-magdeburg.de/han/mitvia-ieee/ieeexplore.ieee.org/book/6981845 370 01 4370 E-Book: Zugriff im HCU-Netz. Zugriff von außerhalb nur für HCU-Angehörige möglich https://ieeexplore.ieee.org/book/6981845 2015 01 DE-93 https://ieeexplore.ieee.org/book/6981845 23 01 0830 2018-01805, 2018-01806, 2018-01808 22 01 0018 olrm-h228-MITIEEE 23 01 0830 olr-MIT 62 01 0028 OLR-MIT 100 01 3100 OLR-MIT-CEC 370 01 4370 olr-ebook mitieee 23 01 0830 2016.07.26 370 01 4370 2021.12.01 |
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Rank-and-file game developers bring videogames from concept to product, and yet their work is almost invisible, hidden behind the famous names of publishers, executives, or console manufacturers. In this book, Casey O'Donnell examines the creative collaborative practice of typical game developers. His investigation of why game developers work the way they do sheds light on our understanding of work, the organization of work, and the market forces that shape (and are shaped by) media industries. O'Donnell shows that the ability to play with the underlying systems -- technical, conceptual, and social -- is at the core of creative and collaborative practice, which is central to the New Economy. When access to underlying systems is undermined, so too is creative collaborative process. Drawing on extensive fieldwork in game studios in the United States and India, O'Donnell stakes out new territory empirically, conceptually, and methodologically. Mimicking the structure of videogames, the book is divided into worlds, within which are levels; and each world ends with a boss fight, a "rant" about lessons learned and tools mastered. O'Donnell describes the process of videogame development from pre-production through production, considering such aspects as experimental systems, "socially mandatory" overtime, and the perpetual startup machine that exhausts young, initially enthusiastic workers. He links work practice to broader systems of publishing, manufacturing, and distribution; introduces the concept of a privileged "actor-intra-internetwork"; and describes patent and copyright enforcement by industry and the state. Includes bibliographical references and index |
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Rank-and-file game developers bring videogames from concept to product, and yet their work is almost invisible, hidden behind the famous names of publishers, executives, or console manufacturers. In this book, Casey O'Donnell examines the creative collaborative practice of typical game developers. His investigation of why game developers work the way they do sheds light on our understanding of work, the organization of work, and the market forces that shape (and are shaped by) media industries. O'Donnell shows that the ability to play with the underlying systems -- technical, conceptual, and social -- is at the core of creative and collaborative practice, which is central to the New Economy. When access to underlying systems is undermined, so too is creative collaborative process. Drawing on extensive fieldwork in game studios in the United States and India, O'Donnell stakes out new territory empirically, conceptually, and methodologically. Mimicking the structure of videogames, the book is divided into worlds, within which are levels; and each world ends with a boss fight, a "rant" about lessons learned and tools mastered. O'Donnell describes the process of videogame development from pre-production through production, considering such aspects as experimental systems, "socially mandatory" overtime, and the perpetual startup machine that exhausts young, initially enthusiastic workers. He links work practice to broader systems of publishing, manufacturing, and distribution; introduces the concept of a privileged "actor-intra-internetwork"; and describes patent and copyright enforcement by industry and the state. Includes bibliographical references and index |
abstract_unstemmed |
Rank-and-file game developers bring videogames from concept to product, and yet their work is almost invisible, hidden behind the famous names of publishers, executives, or console manufacturers. In this book, Casey O'Donnell examines the creative collaborative practice of typical game developers. His investigation of why game developers work the way they do sheds light on our understanding of work, the organization of work, and the market forces that shape (and are shaped by) media industries. O'Donnell shows that the ability to play with the underlying systems -- technical, conceptual, and social -- is at the core of creative and collaborative practice, which is central to the New Economy. When access to underlying systems is undermined, so too is creative collaborative process. Drawing on extensive fieldwork in game studios in the United States and India, O'Donnell stakes out new territory empirically, conceptually, and methodologically. Mimicking the structure of videogames, the book is divided into worlds, within which are levels; and each world ends with a boss fight, a "rant" about lessons learned and tools mastered. O'Donnell describes the process of videogame development from pre-production through production, considering such aspects as experimental systems, "socially mandatory" overtime, and the perpetual startup machine that exhausts young, initially enthusiastic workers. He links work practice to broader systems of publishing, manufacturing, and distribution; introduces the concept of a privileged "actor-intra-internetwork"; and describes patent and copyright enforcement by industry and the state. Includes bibliographical references and index |
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How to Play (Use) This Game (Book) p. vii Minus World: A Glitch p. ix World- … "Ship It" p. ix Introduction: A Videogame Industry Primer … A Tutorial Level … The Text's Software Development Kit (SDK) … The Characters-My Gorillas … Developer's Dilemma-The Mechanics of the Rant and the Genre of Zero Punctuation … Learning to Use the Debugger … Boss Fight: Ready? Fight! … Preproduction: Muddling Toward a Videogame … Teasing Out Underlying Systems and Structures … Talking the Game Design Talk … Bumping into Software … Bumping into Hardware … Instrumental Work/Play … Boss Fight: "Ya Gotta Get over That Real Quick … Assembling Experimental Systems … The Importance of "the Pipeline" … The Console and the Debug Menu … Rise of the Technical Artist and Tools Engineer … Fault Lines, Fault Lines, Fault Lines Everywhere … Boss Fight: The Fun Part Is Over Now … Production: Let's Go Make Stuff! … Interactive Game Development Tools … Engineering Interactivity … Interactive Artistry … Designing Interactivity Interactively … Keeping Things Synched … Boss Fight: This Ain't Anything like Grandma's Boy … Leeroy Jenkins, Autoplay, and Crunch … Managing Chaos … The Importance of Passion … The Game Develop(er/ment) Mythology … Designing the Perpetual Startup System … Boss Fight: The Rise and Fall of "Quality of Life" … Publishing, Manufacturing, and (Digital) Distribution … Actor-Networks of (In)access … Why the Console Face? … The License … The Development Kit ("DevKit") … The Non-Disclosure Agreement (NDA) … Boss Fight; Institutional Alzheimer's … Disciplining the Industry's Actor-Networks … Software Is Society Made Malleable … Production Protection … Patent and Copyright "Risk" … The Death of Hacking and Homebrew … Boss Fight: Is That Your Head Over There? … Epilogue: The Videogame Industry Game … A Game Design Document … What's in a Game? … Vertical Slice-An Analytic Conclusion … "The Expo Demo"-Two Gameplay Narratives … Core Gameplay and Game Elements … Boss Fight: The Credits Roll and Bowser Lives … Notes … Glossary … References … Index … |
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In this book, Casey O'Donnell examines the creative collaborative practice of typical game developers. His investigation of why game developers work the way they do sheds light on our understanding of work, the organization of work, and the market forces that shape (and are shaped by) media industries. O'Donnell shows that the ability to play with the underlying systems -- technical, conceptual, and social -- is at the core of creative and collaborative practice, which is central to the New Economy. When access to underlying systems is undermined, so too is creative collaborative process. Drawing on extensive fieldwork in game studios in the United States and India, O'Donnell stakes out new territory empirically, conceptually, and methodologically. Mimicking the structure of videogames, the book is divided into worlds, within which are levels; and each world ends with a boss fight, a "rant" about lessons learned and tools mastered. O'Donnell describes the process of videogame development from pre-production through production, considering such aspects as experimental systems, "socially mandatory" overtime, and the perpetual startup machine that exhausts young, initially enthusiastic workers. 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