Get Into Game Dev

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Get Into Game Dev

Get Into Game Dev: Tech Interview Tactics is a crash-course on how to pass a game development technical interview. It’s designed to guide intermediate and experienced coders through the depth and rigor necessary to land some of the most highly sought-after roles within interactive media. Unlike generic interview-prep books, GIGD maintains a laser-focus on game development to directly prepare candidates for roles like technical designer and gameplay engineer. Topics include 3D maths, programming fundamentals, and software design patterns. The author provides high quality instruction and practice problems based on his experience as a professional instructor and developer. Key Features: Includes an extensive set of practice questions taken from interviews of leading game development studios. Synthesizes coding and maths fundamentals into focused instruction, directly applicable to game development. Culminates in a rigorous practice test, designed to identify a reader’s weaknesses and guide them along the path to mastery. Uses a variety of mnemonics to assist readers in memorizing subject matter. Provides example worked solutions for readers to compare against their own problem-solving approaches. This book does not teach game development. Instead, it provides knowledge and instruction for a developer to achieve the technical mastery necessary to become a professional game developer.
Gamedev

If you know nothing about game development, you're basically me before I started working on my first game DARQ. This book assumes no knowledge of game development on the reader's part. As a first-time developer with no prior experience in coding, modeling, texturing, animation, game design, etc., I managed to launch DARQ to both commercial success and critical acclaim. With zero dollars spent on marketing, it was featured in major media outlets, such as IGN, Kotaku, PC Gamer, GameSpot, Forbes, and hundreds of others. Ultimately, DARQ became #42 Most Shared PC Video Game of 2019, according to Metacritic, with the average user rating of 9 out of 10. In my book, I'm sharing with you exactly how I did it. The book guides you through a step-by-step process of making a game: from downloading a game engine to releasing your first commercial title. The book features advice from 15 industry professionals, including Mark Kern (team lead of World of Warcraft), Quentin De Beukelaer (game designer of Assassin's Creed IV: Black Flag, Assassin's Creed Unity, Ghost Recon Breakpoint), Bjorn Jacobsen (sound designer of Cyberpunk 2077, Divinity: Fallen Heroes, Hitman), Austin Wintory (Grammy-nominated composer of Journey, ABZÛ, Assassin's Creed: Syndicate), and others. The foreword is written by my mentor John Corigliano, Oscar, Pulitzer Prize, and 5-time Grammy Award-winning composer.
AI for Game Developers

Author: David M Bourg
language: en
Publisher: "O'Reilly Media, Inc."
Release Date: 2004-07-23
Written for the novice AI programmer, this text introduces the reader to techniques such as finite state machines, fuzzy logic, neural networks and many others in an easy-to-understand language, supported with code samples throughout the text.