Event-Database Architecture for Computer Games: Volume 2, Game Design and the Nature of the Beast
暫譯: 電事件資料庫架構於電腦遊戲:第二卷,遊戲設計與野獸的本質
Quaye, Rodney
- 出版商: CRC
- 出版日期: 2025-07-25
- 售價: $2,230
- 貴賓價: 9.5 折 $2,119
- 語言: 英文
- 頁數: 12
- 裝訂: Quality Paper - also called trade paper
- ISBN: 1032818077
- ISBN-13: 9781032818078
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相關分類:
資料庫、遊戲設計 Game-design
尚未上市,無法訂購
商品描述
Event-Database Architecture for Computer Games proposes the first explicit software architecture for game development, answering the problem of building modern computer games with little or no game design. In this volume, an example of a practical production process based on the software production process is explained, including examples of the game design, technical design, data design and tools design in that process.
This volume includes a brief overview on how to optimise the results. This leads on to an exploration of how staff, especially Software Engineers, typically view optimisation. It also explains how the vision of the Engineers relates to the vision of the leadership of a project or company. It describes how this leadership can also affect the efficacy of a production process, including the Event-Database Production Process.
This book will be of great interest to professional game developers involved in management roles such as Technical Directors and Game Producers and technical roles, such as Tools Programmers, UI Programmers, Gameplay Programmers and Engineers, as well as students studying game development and programming.
Rodney Quaye is Senior Software Development Engineer in Test at Build A Rocket Boy. He has worked in the Computer Games industry for over 16 years. He has worked at several Games Studios, including Sumo Digital, nDreams, Supermassive Games, Traveller's Tales, Hotgen, Oysterworld, Second Impact, Flaming Pumpkin, Goldhawk Interactive, Jagex, Gusto Games, Criterion, Asylum Entertainment, Codemasters and Deibus Studios. The famous titles he has worked on include Burnout 2 and 3 for Criterion, LMA Manager for Codemasters, Runescape for Jagex, Lego Worlds for Traveller's Tales and Everywhere for Build A Rocket Boy.
商品描述(中文翻譯)
《電事件資料庫架構於電腦遊戲》提出了首個明確的遊戲開發軟體架構,解決了在幾乎沒有遊戲設計的情況下構建現代電腦遊戲的問題。在本書中,解釋了一個基於軟體生產過程的實際生產流程範例,包括該過程中的遊戲設計、技術設計、資料設計和工具設計的範例。
本書還包括了如何優化結果的簡要概述。接著探討了員工,特別是軟體工程師,通常如何看待優化。它還解釋了工程師的願景如何與項目或公司的領導層的願景相關聯。描述了這種領導層如何影響生產過程的有效性,包括電事件資料庫生產過程。
本書將對專業遊戲開發者特別感興趣,尤其是擔任管理角色的技術總監和遊戲製作人,以及擔任技術角色的工具程式設計師、UI 程式設計師、遊戲玩法程式設計師和工程師,還有學習遊戲開發和程式設計的學生。
Rodney Quaye 是 Build A Rocket Boy 的資深軟體開發測試工程師。他在電腦遊戲產業工作超過 16 年,曾在多家遊戲工作室工作,包括 Sumo Digital、nDreams、Supermassive Games、Traveller's Tales、Hotgen、Oysterworld、Second Impact、Flaming Pumpkin、Goldhawk Interactive、Jagex、Gusto Games、Criterion、Asylum Entertainment、Codemasters 和 Deibus Studios。他參與過的著名作品包括 Criterion 的《Burnout 2》和《Burnout 3》,Codemasters 的《LMA Manager》,Jagex 的《Runescape》,Traveller's Tales 的《Lego Worlds》,以及 Build A Rocket Boy 的《Everywhere》。
作者簡介
Rodney Quaye is Senior Programmer who has worked in the Computer Games industry for over 16 years. He was born in the UK but grew up in his fatherland, Ghana, attending primary school there. He returned to the UK to attend secondary school. He grew up playing Computer Games at school and university but never thought of it as a career. He graduated from the University of Warwick with a Bachelor of Engineering degree in Computer Systems Engineering in 1993. He went to work as a programmer first on medical information systems for hospitals and then market analysis systems mainly for car manufacturers. He then had a near-death experience which gave him a spiritual awakening. He reflected on his life and realised that his heart was not in his work. He felt God was calling him back to his first love, Computer Games. So he started a career in that industry in 1999, working at several Games Studios including Sumo Digital, nDreams, Supermassive Games, Traveller's Tales, Hotgen, Oysterworld, Second Impact, Flaming Pumpkin, Goldhawk Interactive, Jagex, Gusto Games, Criterion, Asylum Entertainment, Codemasters and Deibus Studios. The famous titles he has worked on include Burnout 2 and 3 for Criterion, LMA Manager for Codemasters, Runescape for Jagex and Lego Worlds for Traveller's Tales. He wrote this book to provide a standard documented software architecture for making Computer Games.
作者簡介(中文翻譯)
Rodney Quaye 是一位資深程式設計師,在電腦遊戲產業工作超過 16 年。他出生於英國,但在他的故鄉加納長大,在那裡上了小學。之後他回到英國上中學。他在學校和大學時期熱愛玩電腦遊戲,但從未將其視為職業。1993 年,他畢業於華威大學,獲得計算機系統工程的工程學士學位。他的職業生涯始於醫療資訊系統的程式設計,為醫院工作,然後轉向主要為汽車製造商開發市場分析系統。之後,他經歷了一次近乎死亡的經歷,這讓他獲得了靈性覺醒。他反思自己的生活,意識到自己對工作並不熱衷。他感覺上帝在召喚他回到他的初戀——電腦遊戲。因此,他於 1999 年開始在該產業發展事業,曾在多家遊戲工作室工作,包括 Sumo Digital、nDreams、Supermassive Games、Traveller's Tales、Hotgen、Oysterworld、Second Impact、Flaming Pumpkin、Goldhawk Interactive、Jagex、Gusto Games、Criterion、Asylum Entertainment、Codemasters 和 Deibus Studios。他參與過的著名作品包括 Criterion 的 Burnout 2 和 Burnout 3、Codemasters 的 LMA Manager、Jagex 的 Runescape 以及 Traveller's Tales 的 Lego Worlds。他撰寫本書的目的是提供一個標準化的文檔化軟體架構,以便製作電腦遊戲。