Event-Database Architecture for Computer Games: Volume 1, Software Architecture and the Software Production Process
暫譯: 電玩事件資料庫架構:第一卷,軟體架構與軟體生產過程
Quaye, Rodney
相關主題
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. An archetypal software production process, based on this architecture, is also introduced.
This volume begins by describing the formal definition of software production processes in general and the production process of Computer Games in particular. It introduces the two basic principles behind the software architecture that addresses the communication and productivity problems of a degenerative production process. It goes on to describe the archetypal software production process and outlines the role that the Game Designers, Game Programmers, Game Artists, Sound Designers and Game Testers play in that process.
This book will be of great interest to professional game developers involved in programming 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。基於此架構,還介紹了一個典型的軟體生產過程。
本書首先描述了軟體生產過程的一般正式定義,特別是電腦遊戲的生產過程。它介紹了支撐該軟體架構的兩個基本原則,這些原則針對退化生產過程中的溝通和生產力問題。接著,它描述了典型的軟體生產過程,並概述了遊戲設計師、遊戲程式設計師、遊戲藝術家、音效設計師和遊戲測試員在該過程中所扮演的角色。
這本書將對從事程式設計角色的專業遊戲開發者,如工具程式設計師、UI程式設計師、遊戲玩法程式設計師和工程師,以及學習遊戲開發和程式設計的學生,具有很大的吸引力。
Rodney Quaye是Build A Rocket Boy的資深測試軟體開發工程師。他在電腦遊戲產業工作了超過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 a 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。他最初作為程式設計師工作,先是在醫院的醫療資訊系統,然後是主要為汽車製造商提供的市場分析系統。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。他反思了自己的生活,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第一熱愛——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。