Getting Paid to Make Games and Apps
Title | Getting Paid to Make Games and Apps PDF eBook |
Author | Kristina Lyn Heitkamp |
Publisher | The Rosen Publishing Group, Inc |
Pages | 82 |
Release | 2016-12-15 |
Genre | Juvenile Nonfiction |
ISBN | 150817296X |
For a technophile, it’s not a big leap to want to create something new. This title offers readers from grades seven through twelve the chance to discover career options in game and app development and the education that will qualify them for those options. Apart from figuring out the creative side, the reader will also discover what is necessary to break into an extremely competitive market as a professional. Readers will experience engaging sidebars that introduce successful young developers and their creations, and various types of references throughout will allow the reader to take in the whole world of development.
Free-to-Play
Title | Free-to-Play PDF eBook |
Author | Will Luton |
Publisher | New Riders |
Pages | 217 |
Release | 2013-05-27 |
Genre | Business & Economics |
ISBN | 0133411249 |
“ Will’s knowledge of F2P comes from years of building games, as well as writing about and consulting with developers on the model. All the topics covered in this book—economics, gameplay, monetization, analytics and marketing—are important to consider when you’re building an F2P game, and Will covers each with an easy-to-digest style.” —Ian Marsh, co-founder, NimbleBit Free-to-Play: Making Money From Games You Give Away is an accessible and complete guide to the business model that has revolutionized the videogames industry, creating huge hits, multi-billion-dollar startups and a new deal for players: Play for free, spend on what you like. Written by respected game designer and consultant Will Luton, Free-to-Play gives you the in-the-trenches insight you need to build, run and make money from games you give away. In it you’ll find: Psychology behind player decisions and the motivations to play Simple and accessible explanations of the math and economic theories behind F2P, including working examples Processes for capturing and using player data to improve your game Marketing tips on positioning your game and attracting players Plus: A downloadable F2P spreadsheet, articles from the author, a foreword by NimbleBit co-founder Ian Marsh and an interview with Zynga CEO, Mark Pincus.
Getting Paid to Produce Videos
Title | Getting Paid to Produce Videos PDF eBook |
Author | Carol Hand |
Publisher | The Rosen Publishing Group, Inc |
Pages | 82 |
Release | 2016-12-15 |
Genre | Juvenile Nonfiction |
ISBN | 1508172935 |
This comprehensive guide to building a career in video production and filmmaking takes a look at how to get an education in the field, which types of businesses are hiring and why, and the different angles employees are taking on the path to success.
The Financially Challenged
Title | The Financially Challenged PDF eBook |
Author | Wilson J. Humber |
Publisher | Moody Publishers |
Pages | 244 |
Release | 1995 |
Genre | Business & Economics |
ISBN | 9780802427373 |
Packed with eye-opening principles that will help the "financially challenged" move beyond their challanges, this book offers practical steps to steer clear of--or emerge from--financial disaster. Graphs and charts.
A Newborn Business
Title | A Newborn Business PDF eBook |
Author | Zoltan Andrejkovics |
Publisher | Zoltan Andrejkovics |
Pages | 104 |
Release | 2018-10-05 |
Genre | Business & Economics |
ISBN | 9781723831058 |
Games covered Fortnite, League of Legends, Dota 2, FIFA, Overwatch, CS:GO, Clash Royale, Hearthstone and F1 series "How can I become a professional esports player?" "How can I make a living playing esports?" "What is the lifespan of an esports game?" "What are the most popular esports?" These are just some of the questions I have been asked over the last five years. With the boom of the esports industry, everyone wants to know how they can be part of it. In this book, I have answered those questions, and dozens more, based on my years of experience working in the professional esports scene as a team manager. In this book, you will find no topic was off limits. I talk about the past, present, and future of esports and different aspects of the professional gaming industry at large.
Game Design Workshop
Title | Game Design Workshop PDF eBook |
Author | Tracy Fullerton |
Publisher | CRC Press |
Pages | 540 |
Release | 2014-03-05 |
Genre | Computers |
ISBN | 1482217163 |
Create the Digital Games You Love to Play Discover an exercise-driven, non-technical approach to game design without the need for programming or artistic expertise using Game Design Workshop, Third Edition. Author Tracy Fullerton demystifies the creative process with a clear and accessible analysis of the formal and dramatic systems of game design. Examples of popular games, illustrations of design techniques, and refined exercises strengthen your understanding of how game systems function and give you the skills and tools necessary to create a compelling and engaging game. The book puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. It provides you with the foundation to advance your career in any facet of the game industry, including design, producing, programming, and visual design.
Game Programming Patterns
Title | Game Programming Patterns PDF eBook |
Author | Robert Nystrom |
Publisher | Genever Benning |
Pages | 353 |
Release | 2014-11-03 |
Genre | Computers |
ISBN | 0990582914 |
The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.