Introduction to Game Development,
the new game development textbook from Charles River Media, is a
comprehensive introductory text penned by over two dozen of the most
respected experts in the industry, including Noah Falstein, Noel
Llopis, Eric Lengyel, Sue Bohle, Kathy Schoback, and many more.
Weighing in at almost a thousand pages, this hard-covered text covers
every major aspect of game development, from design to programming to
visual arts and the business of gaming, and presents the material with
a structural elegance that's appropriate for an introductory course on
game development.
This
is quite likely the most thorough textbook of its kind ever published,
and the book sets a new standard for academic texts in the field. As
editor and contributor Steven Rabin says in his introduction, the book
is an unparalleled tome of knowledge and wisdom on the subject of game
development, and given the scope and depth of the material – as well as
the astounding knowledge of its authors – this is our new top choice
for a foundational game development textbook.
The
book is in fact modeled after IGDA's guidelines for a first-year game
development curriculum, and covers four broad areas of study: general
game studies, game programming, art/asset creation, and
business/management. These four areas are broken into seven basic units
in the book, which are further sub-divided into forty individual
chapters, each penned by an author who is an expert in that particular
field.
Each
chapter includes an initial overview of its content, a presentation of
the core material, references to related content on the companion
CD-ROM, and a concise end-of-chapter summary, as well as a series of
additional exercises that can either be used in class or assigned as
homework. These exercises – which range from fuzzy challenges such as
designing menu systems and organizing development teams, to more
technical math, programming, and physics problems – should provide
educators with more than enough supplemental material to round out a
full academic year, and are one of the most valuable aspects of the
text.
General Summary of Content
The
material itself is golden – some of the most useful pages on game
development available for academic use. The scope is broad, but each
chapter is nevertheless explored in depth, making for a text that is
sound in both breadth and specificity.
Here's a broad overview of the seven main sections of the textbook.
Part 1: Critical Game Studies.
Easing the audience into the vast world of modern day video gaming, the
textbook begins with several broad overviews of gaming in the world
today. The first of these is a brief history of video games, covering
the evolution of the major genres, platforms, publishers, and
developers of the last several decades. The second covers the sociology
of games, including audience demographics, societal reactions to sex
and violence, and the emergence of online communities. The last
addresses ludology – the academic study of games – and highlights the
issues and individuals central to this rapidly growing field.
Part 2: Game Design.
The section on game design contains a high-level overview of the
theories, processes, and design considerations that form the foundation
of game creation. The first game design chapter explores the nature of
fun, and examines ideas such as game structure, game flow, and the role
of choice in generating an entertaining interactive experience. The
second chapter delves into the specifics of actually designing a game,
from high-level conceptualization and design documentation, to specific
topics such as interface design, play mechanics, platform
modifications, and performance testing.
Part 3: Game Programming – Languages and Architecture.
The book contains three full units on game programming, the first of
which covers programming languages and architectural schemes common to
gaming. These chapters examine programming teams and processes, common
game programming languages (including the object-oriented C++ and Java,
a number of scripting languages, and the increasingly popular Flash
MX), and fundamental concepts in computer programming. There are also
chapters on debugging for games, game architecture design, and memory
and I/O systems.
Part 4: Game Programming – Math, Collision Detection, and Physics.
In the second unit on programming, the authors explore some of the more
technical aspects of programming for games. The mathematics chapter
examines the most common areas of math used in game development –
geometry, applied trigonometry, vectors and matrices, and
transformations – while the chapter on physics covers general physical
concepts, real-time game physics, rigid body simulations, and particle
systems. There's also a chapter devoted entirely to collision detection
and collision resolution.
Part 5: Game Programming – Graphics, Animation, AI, Audio, and Networking.
The last of the three programming sections takes a look at the
technical foundations supporting the industry's high-level artistic
disciplines. The chapter on graphics covers graphics programming
fundamentals, rendering primitives, textures, lighting, and the
hardware rendering pipeline, while a related chapter on character
animation explores the technical basis for physical motion, including
animation playback, animation blending, motion extraction, mesh
deformations, and inverse kinematics. Next up are a number of chapters
on artificial intelligence, covering the general use of AI in games,
common AI techniques, game agents, finite state machines, promising AI
techniques, and the complex field of pathfinding algorithms. There are
also chapters on audio programming and networking/multiplayer
programming.
Part 6: Audio Visual Design and Production.
The book next moves into the artistic aspects of game development,
specifically in terms of audio and visual design. Topics in this meaty
section include general visual design principles, such as graphic
design, color theory, and user interfaces; 3D modeling, including
polygonal modeling, NURBS, subdivision surfaces, and advanced modeling
topics; the creation of 3D environments; 2D textures and UV texture
mapping; surface effects, which includes concepts such as vertex
shading, alpha channeling, bump mapping, and compositing; CG lighting;
key-framed, motion captured, and simulated animation; cinematography
for games; and audio design, including audio fundamentals, basic
implementation strategies, sound design, music, voice-over work, and
the business of game audio.
Part 7: Game Production and the Business of Games.
The last section of the book addresses the “real-world” aspects of the
game industry, covering the domains of producers, attorneys, and game
business professionals. The first of these chapters discuss the stages
of a game development project, the structure of a production management
chain, the economic network formed by developers, publishers, platform
holders, and consumers, and the critical relationship between
publishers and developers. The remaining sections cover game marketing,
intellectual property law, and the controversial field of content
rating and regulation.
Raising the Bar on Game Development Textbooks
Overall,
the textbook provides a sweeping and expert overview of video game
development, covering every major aspect of the industry in the
authoritative, organized style that one would expect from a college
textbook. As usual with a first edition text, there are a few
improvements one might expect to see in the second edition – such as a
more thorough table of contents, semester project suggestions, further
resources for students and teachers, and so forth – but by and large,
the book is a grand slam. A resource like this has been a long time
coming for the game industry, and is sure to be used in game
development courses for many years to come.
Introduction to Game Development
Editor: Steve Rabin Publisher: Charles River Media ISBN: 1584503777 Published: May 2005 Pages: 978
Pros:
Textbook
is a powerhouse of information about game development, organized
according to IGDA's first-year game development curriculum guidelines.
Each
author is an industry expert who brings years of experience to the
table, creating an overall treasury of industry knowledge.
Exercises at the end of each chapter provide supplemental work to help educators further engage students with the material.
Cons
Book
deserves an extended table of contents, breaking each chapter down
section-by section. (Currently there's only a three-page chapter list.)
In addition to the chapter exercises, students and teachers might benefit from suggested long-term and semester projects.
Students
and teachers would benefit from recommended reading lists at the end of
each chapter, to connect this book with the wide range of
subject-specific game development books.