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Game Development

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Originally published in Queue vol. 1, no. 10
see this item in the ACM Digital Library



Walker White, Christoph Koch, Johannes Gehrke, Alan Demers - Better Scripts, Better Games
The video game industry earned $8.85 billion in revenue in 2007, almost as much as movies made at the box office. Much of this revenue was generated by blockbuster titles created by large groups of people. Though large development teams are not unheard of in the software industry, game studios tend to have unique collections of developers. Software engineers make up a relatively small portion of the game development team, while the majority of the team consists of content creators such as artists, musicians, and designers.

Jim Waldo - Scaling in Games & Virtual Worlds
I used to be a systems programmer, working on infrastructure used by banks, telecom companies, and other engineers. I worked on operating systems. I worked on distributed middleware. I worked on programming languages. I wrote tools. I did all of the things that hard-core systems programmers do.

Mark Callow, Paul Beardow, David Brittain - Big Games, Small Screens
One thing that becomes immediately apparent when creating and distributing mobile 3D games is that there are fundamental differences between the cellphone market and the more traditional games markets, such as consoles and handheld gaming devices. The most striking of these are the number of delivery platforms; the severe constraints of the devices, including small screens whose orientation can be changed; limited input controls; the need to deal with other tasks; the nonphysical delivery mechanism; and the variations in handset performance and input capability.

Nick Porcino - Gaming Graphics
It has been a long journey from the days of multicolored sprites on tiled block backgrounds to the immersive 3D environments of modern games. What used to be a job for a single game creator is now a multifaceted production involving staff from every creative discipline. The next generation of console and home computer hardware is going to bring a revolutionary leap in available computing power; a teraflop (trillion floating-point operations per second) or more will be on tap from commodity hardware.


(newest first)

Alberto Giubilini | Mon, 22 May 2017 12:45:04 UTC

I thik this is awesome analysis of game development,mobile game development not a simple matter, especially for who work alone, which is starting with graphic through game play. Moreover, if you require more help regarding this field, check it or more help please refer as same for free consultation with their experienced consultant.

sushmita | Fri, 23 Oct 2015 05:20:30 UTC

We learned about this at We had a session by Mr. Rohit Gupta. He is coming back again and now i know more and can ask more questions. Thank you so much for the article. Everything covered under this gives me so much new to understand and learn!

Earl | Thu, 21 Mar 2013 15:58:06 UTC

I agree with Daedalus. I'm sure a computer graphics artist could do well with a partner who designs the code. You have to be comfortable with making 3d computer graphics and animations, which are also helpful for 2d games or 2d games with 3d characteristics. The author is just helping would be game developers understand what the pitfalls might be before leaping into making a game.

Daedalus | Tue, 14 Aug 2012 08:11:41 UTC

Knowing that these comments will never be read by the people who posted before, nor the writer, but may be seen by others who read this document, I will post only this:

"Jack Writer" mentioned something about the article being discouraging, since programming is such a huge aspect of it, but he has confused the topics of Game Design and Game Development. Game Development is very hard, and the design should always reflect that, but that doesn't mean that programming is everything. Art, writing, and world design are vital to the success of a game, but they have to work with the technology.

Andrew | Thu, 11 Mar 2010 07:15:09 UTC

It's a great and profound analysis! I have about 15 year expierience in software engineering in financial industry. I'm curious if you know similar analysis concerning software for financial industry? I'm sure many of changes are similar to the game industry but domain specific requirements. These requirements in financial industry could be for example: 1. high grade of integration (circa 1994 - standalone, self-sufficient applications, circa 2010 - highly-integrated-endless-mesh of applications and services). 2. high grade of automation (circa 1994 - manual work, manual integration, circa 2010 - trend to automate everything) 3. high responsibility (circa 1994 - applications as support for responsible people, circa 2010 - applications as support for computer operators, application as ... decision makers)

Jack writer | Wed, 12 Aug 2009 06:45:09 UTC

Hi Mr.Jonathan.I believe there are some game designers who will leave the codes to the programmers.The way i see it you are scaring some people who are only skilled in art like me.I just want to know that since this game designing job is so confusing,Should i learn programming Because i am not skilled enough to do so.Thanks.

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