
Event-Database Architecture for Computer Games
Volume 2, Game Design and the Nature of the Beast
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Product details:
- Edition number 1
- Publisher CRC Press
- Date of Publication 25 July 2025
- ISBN 9781032818078
- Binding Paperback
- No. of pages350 pages
- Size 234x156 mm
- Language English
- Illustrations 47 Illustrations, black & white; 4 Halftones, black & white; 43 Line drawings, black & white; 142 Tables, black & white 700
Categories
Short description:
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.
MoreLong description:
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 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.
MoreTable of Contents:
CHAPTER 1 ? LPMUD SOFTWARE PRODUCTION PROCESS, CHAPTER 2 ? CONSISTENT DATA DESIGN, CHAPTER 3 ? OPTIMIZING THE RESULTS, CHAPTER 4 ? THE NATURE OF THE BEAST, CHAPTER 5 ? CAUSE AND EFFECT, CHAPTER 6 ? GLOSSARY, INDEX
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