50,95 €
50,95 €
inkl. MwSt.
Erscheint vor. 25.07.25
payback
25 °P sammeln
50,95 €
50,95 €
inkl. MwSt.
Erscheint vor. 25.07.25

Alle Infos zum eBook verschenken
payback
25 °P sammeln
Als Download kaufen
50,95 €
inkl. MwSt.
Erscheint vor. 25.07.25
payback
25 °P sammeln
Jetzt verschenken
50,95 €
inkl. MwSt.
Erscheint vor. 25.07.25

Alle Infos zum eBook verschenken
payback
25 °P sammeln

Unser Service für Vorbesteller - Ihr Vorteil ohne Risiko:
Sollten wir den Preis dieses Artikels vor dem Erscheinungsdatum senken, werden wir Ihnen den Artikel bei der Auslieferung automatisch zum günstigeren Preis berechnen.
  • Format: PDF

This book proposes the first explicit software architecture for game development, answering the problem of building modern computer games with little or no game design. An archetypal software production process, based on this architecture, is also introduced.

Produktbeschreibung
This book proposes the first explicit software architecture for game development, answering the problem of building modern computer games with little or no game design. An archetypal software production process, based on this architecture, is also introduced.


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


Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Autorenporträt
Rodney Quaye is a senior programmer who has worked in the Computer Games industry for over 16 years. He was born in the UK but grew up in his fatherland, Ghana, attending primary school there. He returned to the UK to attend secondary school. He grew up playing Computer Games at school and university but never thought of it as a career. He graduated from the University of Warwick with a Bachelor of Engineering degree in Computer Systems Engineering in 1993. He went to work as a programmer first on medical information systems for hospitals and then market analysis systems mainly for car manufacturers. He then had a near-death experience which gave him a spiritual awakening. He reflected on his life and realised that his heart was not in his work. He felt God was calling him back to his first love, Computer Games. So he started a career in that industry in 1999, working at several Games Studios including Sumo Digital, nDreams, Supermassive Games, Traveller's Tales, Hotgen, Oysterworld, Second Impact, Flaming Pumpkin, Goldhawk Interactive, Jagex, Gusto Games, Criterion, Asylum Entertainment, Codemasters and Deibus Studios. The famous titles he has worked on include Burnout 2 and 3 for Criterion, LMA Manager for Codemasters, Runescape for Jagex and Lego Worlds for Traveller's Tales. He wrote this book to provide a standard documented software architecture for making Computer Games.