{"product_id":"9781032818061-event-database-architecture-for-compute","title":"Event-Database Architecture for Computer Games","description":"\u003cmeta content=\"text\/html; charset=utf-8\" http-equiv=\"Content-Type\"\u003e\u003cp\u003e\u003cspan\u003eVolume 1, Software Architecture and the Software Production Process\u003cbr\u003e\u003cp\u003eThis book 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.\u003c\/p\u003e\n\u003cbr\u003e\u003cp\u003e\u003cem\u003eEvent-Database Architecture for Computer Games\u003c\/em\u003e 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.\u003c\/p\u003e\n\u003cp\u003eThis 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.\u003c\/p\u003e\n\u003cp\u003eThis 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.\u003c\/p\u003e\n\u003cp\u003eRodney 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 \u003ci\u003eBurnout 2\u003c\/i\u003e and\u003ci\u003e 3\u003c\/i\u003e for Criterion, \u003ci\u003eLMA Manager \u003c\/i\u003efor Codemasters, \u003ci\u003eRunescape\u003c\/i\u003e for Jagex, \u003ci\u003eLego Worlds\u003c\/i\u003e for Traveller’s Tales, and \u003ci\u003eEverywhere\u003c\/i\u003e for Build A Rocket Boy.\u003c\/p\u003e\n\u003cbr\u003e\u003cbr\u003e\u003c\/span\u003e\u003c\/p\u003e","brand":"Rarewaves","offers":[{"title":"Default Title","offer_id":56434711462262,"sku":"9781032818061","price":61.45,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0092\/7504\/8033\/files\/orig_36640071.jpg?v=1760652429","url":"https:\/\/www.rarewaves.com\/products\/9781032818061-event-database-architecture-for-compute","provider":"Rarewaves.com","version":"1.0","type":"link"}