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  • Format: ePub

What would you do if you knew what made your co-workers behave the way they do? What if you could understand the reasons and predict the outcome? What if you could tailor your own working practices to make the most of others? What if you could become the person who can make people do things others can't?
The stories we live over the course of our careers shape the way we see each other and affect our work together. 'Ten Things You Should Know About ...' reveals what we feel and hide from each other as we collaborate on the development of a game.
While development issues can sometimes be
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Produktbeschreibung
What would you do if you knew what made your co-workers behave the way they do? What if you could understand the reasons and predict the outcome? What if you could tailor your own working practices to make the most of others? What if you could become the person who can make people do things others can't?

The stories we live over the course of our careers shape the way we see each other and affect our work together. 'Ten Things You Should Know About ...' reveals what we feel and hide from each other as we collaborate on the development of a game.

While development issues can sometimes be solved with more time, more money, stronger processes, improved hardware, better software or training - usually talking, listening and understanding make a big difference in solving (and preventing) issues - and it doesn't cost anything.

This book exposes what artists, audio designers, game designers, leads, producers, programmers, and QA wish you would know about their job to allow you to create signature working practices that make the most of everyone ... and become that person who can get people to do things no one else can.


Dieser Download kann aus rechtlichen Gründen nur mit Rechnungsadresse in A, B, CY, CZ, D, DK, EW, E, FIN, F, GR, H, IRL, I, LT, L, LR, M, NL, PL, P, R, S, SLO, SK ausgeliefert werden.

Autorenporträt
After obtaining a degree in computer programming and working for seven years developing software for financial institutions, I transitioned to the video games industry in 1998 as a production manager. Out of sheer curiosity, I also spent three years working in software development companies outside the games industry in order to be exposed to different production methodologies which I then brought back to games development.

My area of expertise is in eliminating hurdles caused by inefficient processes, cumbersome workflows, inadequate team structure and poor management. I take on contract work to help video game teams develop techniques and systems to allow the little things to take care of themselves so that they have enough bandwidth (time, money, energy, creativity, morale) to solve the real problems, the ones that add value to the game; I lecture at universities to help new starters join the industry with good habits; I coach individual managers who need support on specific points and I manage the Samurai Game Makers website where senior members of the video games industry share advice on how to deliver excellent work despite the frustration created by poor company culture and toxic work environments.