#5,742 in Computers & technology books

Reddit mentions of Producing Games: From Business and Budgets to Creativity and Design

Sentiment score: 1
Reddit mentions: 1

We found 1 Reddit mentions of Producing Games: From Business and Budgets to Creativity and Design. Here are the top ones.

Producing Games: From Business and Budgets to Creativity and Design
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    Features:
  • High-capacity.;Advanced Alloy Armored Metal Particle (A3MP).;Tracking stability; ultrasonically welded shell.
Specs:
Height9.25195 Inches
Length7.51967 Inches
Number of items1
Release dateOctober 2009
Weight1.3999353637 Pounds
Width0.69 Inches

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Found 1 comment on Producing Games: From Business and Budgets to Creativity and Design:

u/bort_studios ยท 2 pointsr/gamedev

Yes, I like this one

https://www.amazon.com/Producing-Games-Business-Budgets-Creativity/dp/0240810708/ref=sr_1_1?s=books&ie=UTF8&qid=1492055858&sr=1-1&keywords=producing+games

And I also thought this book on film production is interesting

https://www.amazon.com/Complete-Production-Handbook-American-Presents/dp/024081150X/ref=sr_1_1?ie=UTF8&qid=1492055829&sr=8-1&keywords=film+production

Basically I had to read these because I had never worked in a game company before, nor on a film set, and it would probably take years before getting to the level where you are actually producing something in either environment. Both are handy to just kind of see also the order that stuff is developed in. It's tempting to just start programming when you have an idea and run with it, but as I found from the first project I worked on with multiple people, there are certain points you get to in game development where stuff solidifies, and isn't so changeable anymore. Without proper planning, your game will solidify into something you don't like. This is where I think a lot of projects are dropped, or the person just restarts and tries again (again w/o thinking about the project all that much, just programming away), which is the same thing as dropping a project, really