TABLE OF CONTENTS xv
17.2 Design Production Cycle 297
17.3 Art Production Cycle 300
17.4 Engineering Production Cycle 301
17.5 Working Together 302
17.6 Chapter Summary 304
Chapter 18 Production Techniques 305
18.1 Introduction 305
18.2 Getting a Project Back on Track 306
18.3 Project Reviews 309
18.4 Critical Stage Analysis 312
18.5 Weekly Status Reports 312
18.6 Running Meetings 314
18.7 Resource Allocation 316
18.8 Preventing Feature Creep 316
18.9 Establishing Approval Processes 319
18.10 Task Forces 320
18.11 Chapter Summary 321
Chapter 19 Making Builds 323
19.1 Introduction 323
19.2 Build Process 324
Build Schedule 324
Automated Builds 325
19.3 Multilingual Builds 326
19.4 Build Notes 326
For the Development Team 327
For Management 327
For Marketing and PR 327
19.5 Preventing Piracy 328
Copy Protection Schemes 328
19.6 Chapter Summary 329
Chapter 20 Software Ratings 331
20.1 Introduction 331
20.2 Software Age Ratings 332
20.3 ESRB (United States) 334
20.4 PEGI (Europe) 337
20.5 BBFC and VSC (United Kingdom) 338
20.6 USK (Germany) 339
xvi TABLE OF CONTENTS
20.7 OFLC (Australia) 339
20.8 CERO (Japan) 340
20.9 KMRB (Korea) 340
20.10 Chapter Summary 341
Chapter 21 Localization 343
21.1 Introduction 343
21.2 Creating International Content 344
21.3 Localization-Friendly Code 344
Language Assets 345
Text Assets 346
Art Assets 346
Voiceover Assets 346
International Characters and Fonts 346
User Interface 346
Keyboard Input 347
PAL versus NTSC 347
Other Technical Considerations 348
21.4 Level of Localization 348
21.5 Localization Plan 349
Schedule, Budget, and Staffing 349
21.6 Organizing Assets for Translation 350
21.7 Integrating Translated Assets 351
21.8 Testing 353
Functionality Testing 353
Linguistic Testing 353
21.9 Console Submission 355
21.10 Localization Checklist 355
21.11 Chapter Summary 358
Part VII: Testing 359
Chapter 22 Testing 361
22.1 Introduction 361
22.2 Testing Schedule 362
22.3 Test Plans 363
22.4 Testing Pipeline 366
Bug Tracking Database 366
Bug Definitions 366
TABLE OF CONTENTS xvii
22.5 Testing Cycle 367
Writing Bugs 368
Assigning and Closing Bugs 369
Checking TCRs 370
22.6 External Testing 371
22.7 Chapter Summary 373
Chapter 23 Code Releasing 375
23.1 Introduction 375
23.2 Determining Code Release 375
23.3 Code Release Checklist 376
23.4 Gold Masters 378
23.5 Chapter Summary 380
Part VIII: Post-Production 381
Chapter 24 Postmortems 383
24.1 Introduction 383
24.2 Purpose of a Postmortem 383
24.3 Conducting a Postmortem 385
Involve the Entire Team 386
Prepare for the Postmortem 386
Maintain Focus 387
24.4 Lessons Learned Document 388
24.5 Chapter Summary 390
Chapter 25 Closing Kits 391
25.1 Introduction 391
25.2 Defining Closing Kits 392
25.3 Creating Closing Kits 392
Assets 393
Tools 394
Game Code 394
Documentation 395
25.4 Organizing Content 396
25.5 Finalizing Closing Kits 397
25.6 Closing Kit Checklist 397
25.7 Chapter Summary 397
xviii TABLE OF CONTENTS
Appendix A: Case Study—Game Production Cycle 401
Appendix B: Glossary 453
Appendix C: Resources 457
Appendix D: Biographies 461
Appendix E: About The CD-ROM 471
Index 473
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