ABSTRACT
You're part of a new venture, an independent gaming company, and you are about to undertake your first development project. The client wants a serious game, one with instructional goals and assessment metrics. Or you may be in a position to green light such a project yourself, believing that it can advance your organization's mission and goals. This book provides a proven process to take an independent game project from start to finish.
In order to build a successful game, you need to wear many hats. There are graphic artists, software engineers, designers, producers, marketers - all take part in the process at various (coordinated) stages, and the end result is hopefully a successful game. Veteran game producers and writers (Iuppa and Borst) cover all of these areas for you, with step by step instructions and checklists to get the work done.
The final section of the book offers a series of case studies from REAL indy games that have been developed and launched succesfully, and show exactly how the principles outlined in the book can be applied to real world products.
The book's associated author web site offers ancillary materials & references as well as serious game demos and presentations.
TABLE OF CONTENTS
chapter Chapter One|7 pages
Introduction
chapter Chapter Two|8 pages
Defining Independent Games, Serious Games, and Simulations
chapter Chapter Three|3 pages
From Start to Finish: A Walkthrough
part Section One|97 pages
Setting Up Game Development
chapter Chapter Five|10 pages
Client Acquisition
chapter Chapter Six|10 pages
Client Management
chapter Chapter Seven|12 pages
Legal Issues
chapter Chapter Eight|19 pages
Team Building EIGHT
chapter Chapter Nine|14 pages
Project Planning
chapter Chapter Ten|13 pages
Project Management
part Section Two|1 pages
Determining Project Goals
chapter Chapter Eleven|9 pages
Game Design and Instructional Design
chapter Chapter Twelve|17 pages
Determining Project Goals through Analysis
chapter Chapter Thirteen|18 pages
Instructional Design
chapter Chapter Fourteen|6 pages
Instructional Design for Advergames and Promotional Games
part Section Three|1 pages
Game Design
chapter Chapter Fifteen|12 pages
Determining Simulation Activity
chapter Chapter Sixteen|16 pages
Gameplay Design
chapter Chapter Seventeen|12 pages
The Concept Document
chapter Chapter Eighteen|10 pages
Concept Testing and Refinement
part Section Four|1 pages
Game Design
chapter Chapter Nineteen|29 pages
Development and Delivery Platforms
chapter Chapter Twenty|7 pages
Selecting Development Tools
chapter Twenty-One|15 pages
The Design Document
part Section Five|1 pages
Production And Authoring
chapter Twenty-Two|9 pages
Graphics Development
chapter Chapter Twenty-Three|16 pages
Media Production
chapter Chapter Twenty-Four|8 pages
The Production Pipeline
chapter Chapter Twenty-Five|9 pages
Final Product Testing
part Section Six|26 pages
The Finish Line