For example,
Further Reading
Michael, David. The Indie Game Development
Survival Guide. Boston: Charles River Media, 2003.
Vogel, Harold. Entertainment Industry Economics:
A Guide for Financial Analysis. Cambridge, MA:
Cambridge University Press, 2007.
434 Chapter 15: Understanding the Game Industry
Chaplin, Heather, and Ruby, Aaron. Smartbomb:
The Quest for Art, Entertainment and Big Bucks in
the Videogame Revolution. New York: Workman
Publishing, 2005.
Laramee, Francois Dominic. Secrets of the Game
Business. Boston: Charles River Media, 2005.
on Command & Conquer 3, I was producing the User Interface pod, which included a designer, several
engineers and artists, and a development director.
One strength of this pod structure is that it allows members from all di?¬? erent cra s to brainstorm and
collaborate on design ideas. You??™ll ?¬? nd that engineers and artists have radically di?¬? erent ideas to o?¬? er, and
on several occasions they were able to solve design issues that were stumping our design team. Learning to
take suggestions from everyone on the team has been one the most valuable design lessons I??™ve learned.
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