Quaye | Event-Database Architecture for Computer Games | Buch | 978-1-032-82067-5 | www.sack.de

Buch, Englisch, 280 Seiten, Format (B × H): 161 mm x 240 mm, Gewicht: 587 g

Quaye

Event-Database Architecture for Computer Games

Volume 1, Software Architecture and the Software Production Process
1. Auflage 2025
ISBN: 978-1-032-82067-5
Verlag: CRC Press

Volume 1, Software Architecture and the Software Production Process

Buch, Englisch, 280 Seiten, Format (B × H): 161 mm x 240 mm, Gewicht: 587 g

ISBN: 978-1-032-82067-5
Verlag: CRC Press


Event-Database Architecture for Computer Games 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.

This volume begins by describing the formal definition of software production processes in general and the production process of Computer Games in particular. It introduces the two basic principles behind the software architecture that addresses the communication and productivity problems of a degenerative production process. It goes on to describe the archetypal software production process and outlines the role that the Game Designers, Game Programmers, Game Artists, Sound Designers and Game Testers play in that process.

This book will be of great interest to professional game developers involved in programming roles, such as Tools Programmers, UI Programmers, Gameplay Programmers and Engineers, as well as students studying game development and programming.

Rodney Quaye is Senior Software Development Engineer in Test at Build A Rocket Boy. He has worked in the Computer Games industry for over 16 years. He has worked 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, Lego Worlds for Traveller’s Tales, and Everywhere for Build A Rocket Boy.

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CHAPTER 1 – THE PROBLEM, CHAPTER 2 – THE SOLUTION, CHAPTER 3 – THE SOFTWARE ARCHITECTURE, CHAPTER 4 – THE SOFTWARE PRODUCTION PROCESS, CHAPTER 5 – LIMITATIONS OR CRITERIA FOR USE, CHAPTER 6 – GLOSSARY


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.



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