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Game Development Essentials: Game Simulation Development, by William Muehl, Jeannie Novak
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For the first time, professional and aspiring game developers have a comprehensive resource that goes beyond the entertainment-focused aspects of game simulation to delve into its escalating impact on the outside worlds of business, education, and training. As an increasing number of Fortune 500 companies, as well as educational and governmental heavyweights take notice of the potential usefulness of game simulations for training, the demand for developers who can skillfully integrate educational tasks with gaming features is increasing dramatically. Game Simulation Development provides an in-depth look at how games are using a variety of different simulations to incorporate educational and training-based elements. By investigating a wide range of successful games, the book offers critical knowledge regarding why certain game simulations are effective in each genre. It also explores the ways expert developers consider how players respond to visual, aural, and tactile feedback to make the simulation as convincing and immersive as possible. Additional coverage includes intrinsic and extrinsic knowledge, constructivist theory, social interaction and lateral learning, and how these principles apply to game simulation development, providing a well-rounded resource for aspiring game developers.
- Sales Rank: #1786936 in Books
- Brand: Brand: Cengage Learning
- Published on: 2007-10-16
- Original language: English
- Number of items: 1
- Dimensions: 9.75" h x 8.00" w x .75" l, 1.47 pounds
- Binding: Paperback
- 272 pages
- Used Book in Good Condition
Review
PART I - SETUP: CREATING NEW WORLDS Ch 1 - History of Game Simulations Ch 2 - Audience and Market PART II - SERIOUS GAMES: EDUCATION & TRAINING Ch 3 - Educational Simulations Ch 4 - Business Simulations Ch 5 - Military Simulations PART III - JUMPING IN: SIMULATIONS AS ENTERTAINMENT Ch 6 - Sports Simulations Ch 7 - Music and Art Simulations Ch 8 - Sandboxes and Open-Ended Simulations Ch 9 - The Future of Game Simulations
About the Author
William Muehl is Senior Producer at Midway's headquarters in Chicago, IL, where he facilitates the development of globally shared technology, art, and design initiatives across six studios and multiple game teams. He was also a Development Director for the central animation, cinema, audio, character, environment, concept, and user interface departments for Midway titles including John Woo Presents: Stranglehold, Mortal Kombat: Armageddon and NBA Ballers. Prior to joining Midway, William was a producer at High Voltage Software and an online analyst at Sony Computer Entertainment America. He has also written and performed voiceover roles for several published titles and volunteers as Business Committee Coordinator for the Game Audio Network Guild to promote excellence in interactive audio. William received a BA in English from the University of Wisconsin.
Jeannie Novak is the lead author and series editor of the widely acclaimed GAME DEVELOPMENT ESSENTIALS series (with over 15 published titles), co-author of PLAY THE GAME: THE PARENT'S GUIDE TO VIDEO GAMES, and co-author of three pioneering books on the interactive entertainment industry--including CREATING INTERNET ENTERTAINMENT. She is also co-founder of Novy Unlimited and CEO of Kaleidospace, LLC (dbaIndiespace), providing curriculum development and consulting services for corporations, educators, and creative professionals in games, music, film, education, and technology.Novak served as director of the Game Art & Design and Media Arts & Animation programs at the Art Institute Online and has taught game courses at UCLA, Art Center College of Design, DeVry University, Westwood College, ITT Technical Institute, and the Academy of Entertainment & Technology at Santa Monica College. She holds a B.A. in mass communication/business administration from UCLA and an M.A. in communication management from the Annenberg School at USC. She also serves on the Online Gameplay Committee for the Academy of Interactive Arts &Sciences and has served on the executive boards of the International Game Developers Association (Los Angeles) and Women in Games International. An accomplished composer and performer, Novak was chosen as one of the 100 most influential people in technology by MicroTimesmagazine and has been profiled by CNN, Billboard Magazine, the Sundance Channel, Daily Variety, and the Los Angeles Times.
Most helpful customer reviews
2 of 2 people found the following review helpful.
Development Concept yes, Development Process...no.
By Jonathan Hensley
This book is well written. It is thoughtful. However, after finishing this book, I find the title somewhat misleading. The book focuses far more on the variety of game simulation types and their uses, and coming up with a concept for a game simulation, far more than actually putting the process to work. I would think a title like "Game Simulations and Concept Development" would be a more accurate title. If you think of this book as trying to give its reader a direction on what type of simulation to base their own creation off of, it comes across as a success. The book takes pains to point how during the conception of the simulation, one has to decide whether to make it more like a game or more like a serious simulation, such as for training surgeons.
Overall I found it educational in terms of history and rediscovering the various types of simulations that exist, but I found it too basic for my tastes.
The book starts out with a section on the history of simulations and how they have become more complex with more and more variables, artificial intelligence and the like, then goes on to describe the audience of simulations, or the who would use them and why. The main 70% of the book covers various simulation categories, such as education, business, military, sports, creative arts, and sandbox-style sims. Interspersed amidst the chapters are quotes and viewpoints from industry insiders. This seems to be one of the hallmarks of the Game Development Essential series, and a welcome one. I found these comments to be the primary sources of insight on game development; unfortunately there was not much insight inside the actual text aside from the tidbits about artificial intelligence pathing. The book concludes with some views on where the future of simulations will lead, which I did actually find insightful.
In short, perhaps I am setting the bar too high for what this book was intended to teach. As a basic overview and idea book, Game Simulation Development succeeds pretty well, but if you're looking for coding ideas, development process guides, etc., you might need to find a higher level book.
2 of 3 people found the following review helpful.
A great systematic overview
By Robert Bedard
This books' structure does a great job at making you think actively about game and simulation, what makes them tick, which simulation strategies are successful or a turndown and why so, etc. It offers an indepht view of the genre through a thorough classification, experts comments and quotes, tips and useful case studies. Finally, it describes nicely past, present and future trends along with technology bottlenecks.
A must have for training managers and learning system developper...
5 of 9 people found the following review helpful.
Development?
By Miguel Angel Blanch Lardin
This is a poor book. Written to explain someone who has live for years inside a hidden jungle what game simulations ARE. It doesn't address at any moment how you should face development of such kind of titles, it just show you the many types of titles that could match simulation games.
If you expected to learn something from this book, just move on to another one.
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