Inside the Video Game Industry offers a provocative look into one of today's most dynamic and creative businesses. Through in-depth structured interviews, industry professionals discuss their roles, providing invaluable insight into game programming, art, animation, design, production, quality assurance, audio and business professions. From hiring and firing conventions, attitudes about gender disparity, goals for work-life balance, and a span of legal, psychological, and communal intellectual property protection mechanisms, the book's combination of accessible industry talk and incisive thematic overviews is ideal for anyone interested in games as a global industry, a site of cultural study, or a prospective career path. Designed for researchers, educators, and students, this book provides a critical perspective on an often opaque business and its highly mobile workforce.
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"Rare is the game studies book that shifts the focus from what it means to play games, to what it means to make them. Inside the Video Game Industry showcases frank conversations about how games get made and is essential reading for anyone interested in how artists, programmers, designers, and others navigate the personal and professional challenges of commercial game development." –Matthew Thomas Payne, author of Playing War: Military Games After 9/11 and co-editor of Joystick Soldiers: The Politics of Play in Military Video Games and Flow TV: Television in the Age of Media Convergence.
"Inside the Video Game Industry moves past the glitz and hype surrounding the game industry to tackle a far more interesting subject – the daily work practices and accumulated experiences of the men and women who make digital games. Each interview and overview provides fascinating glimpses into the many different facets of game development and production; showing how games come together (or don’t) and how game industry workers make sense of their activities. Extremely valuable reading for game studies scholars as well as those who want to make games themselves." –Mia Consalvo, Canada Research Chair in Game Studies and Design, Concordia University
Introduction. Chapter 1. Programming. Chapter 2. Art. Chapter 3. Design. Chapter 4. Producing. Chapter 5. Quality Assurance. Chapter 6. Audio. Chapter 7. Business. Conclusion.
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