Event Database Architecture For Computer Games


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Event-Database Architecture for Computer Games


Event-Database Architecture for Computer Games

Author: Rodney Quaye

language: en

Publisher: CRC Press

Release Date: 2025-07-25


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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.

Event-Database Architecture for Computer Games


Event-Database Architecture for Computer Games

Author: Rodney Quaye

language: en

Publisher: CRC Press

Release Date: 2025-07-25


DOWNLOAD





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. In this volume, an example of a practical production process based on the software production process is explained, including examples of the game design, technical design, data design and tools design in that process. This volume includes a brief overview on how to optimise the results. This leads on to an exploration of how staff, especially Software Engineers, typically view optimisation. It also explains how the vision of the Engineers relates to the vision of the leadership of a project or company. It describes how this leadership can also affect the efficacy of a production process, including the Event-Database Production Process. This book will be of great interest to professional game developers involved in management roles such as Technical Directors and Game Producers and technical 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.

The Event-Database Architecture Vol. 1


The Event-Database Architecture Vol. 1

Author: Rodney Quaye

language: en

Publisher:

Release Date: 2020-03-31


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The book attempts to address the problem of producing software for modern computer games in a systematic process. The production process, especially when it involves large teams collaborating together, would typically be ad hoc. One of the few common features of these processes would be that the requirements of the software would continue to change, at an increasing rate, as the complexity of the software increases at an exponential rate.The book examines this problem and its effect on the software, along with the members of staff involved. These problems being primarily the breakdown in the communication amongst the staff, and a decline in their productivity as the software becomes more complex. The book suggest a solution based on two aspects: the structure of the software itself and the management of the production process. It covers these two areas jointly, not separately nor respectively, with a software architecture for computer games, and a software production process which uses this architecture.The book includes examples of how the software architecture and production process would be applied to build difficult features of a game, such as Artificial Intelligence, Physics and Animation. It also includes examples of the tools that would be used during the production process. And it discusses the leadership of the production process and how to measure productivity.