Designing the User Experience of Game Development Tools
Apple Academic Press Inc. (Verlag)
978-1-4822-4019-1 (ISBN)
The book explains how to improve the user experience of game development tools. The first part of the book details the logic behind why the user experience of game tools must be improved. The second part introduces the concept of user-centered design, a process that revolves around understanding people’s goals, watching them work, learning the context in which they work, and understanding how they think.
Ideal for anyone who makes, uses, or benefits from game development tools, the book presents complex concepts in a manner that is accessible to those new to user experience design. The book illustrates many proven concepts and techniques using before-and-after examples from tools development to supply you with the real-world understanding you need to become a better game developer. It also describes how to get buy-in from your team.
Although concepts have been simplified to make the information more easily accessible, the text includes resources in the footnotes if you want more details.
The book includes access to a companion website, www.UXofGameTools.com, that contains the latest revisions for the book as well as contact information. You can also follow the official Twitter account @UXofGameTools to see the latest updates and articles related to the improvement of the user experience.
After spending most of his formative years in his parents’ basement trying to clone 8-bit console games on an Apple IIGS, David Lightbown got a job in the games industry. Since then, he has dedicated the majority of his career to working on content creation tools and pipelines. In addition to contributing to a variety of games as a technical director, David has delivered presentations at the Game Developers Conference, Montreal International Game Summit, and SIGGRAPH, in various cities within Canada, the United States, and Europe. He has also collaborated with Autodesk to create product reviews, training manuals, tutorial videos, and masterclasses. In 2010, he received the Autodesk Master Award for his contributions to the 3D community. David currently holds the title of technical director at Ubisoft Montreal.
Introduction. Why do we need to do this?. Why is this Happening?. How can we do this?. Real-World Examples. What can you do?. Conclusion.
Zusatzinfo | 105 Illustrations, black and white |
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Verlagsort | Oakville |
Sprache | englisch |
Maße | 156 x 234 mm |
Gewicht | 272 g |
Themenwelt | Informatik ► Grafik / Design ► Film- / Video-Bearbeitung |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
ISBN-10 | 1-4822-4019-X / 148224019X |
ISBN-13 | 978-1-4822-4019-1 / 9781482240191 |
Zustand | Neuware |
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