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Feature: 'Book Review: Introduction to Game Development'

In today's Gamasutra feature, Brad Kane reviews the book Introduction to Game Development, by Steve Rabin, a comprehensive introductory text to the game industry penned b...
In today's Gamasutra feature, Brad Kane reviews the book Introduction to Game Development, by Steve Rabin, a comprehensive introductory text to the game industry penned by over two dozen notable game development, publishing, and marketing contributors. As Kane explains in his introduction: "The book is in fact modeled after IGDA's guidelines for a first-year game development curriculum, and covers four broad areas of study: general game studies, game programming, art/asset creation, and business/management. These four areas are broken into seven basic units in the book, which are further sub-divided into forty individual chapters, each penned by an author who is an expert in that particular field. Each chapter includes an initial overview of its content, a presentation of the core material, references to related content on the companion CD-ROM, and a concise end-of-chapter summary, as well as a series of additional exercises that can either be used in class or assigned as homework. These exercises – which range from fuzzy challenges such as designing menu systems and organizing development teams, to more technical math, programming, and physics problems – should provide educators with more than enough supplemental material to round out a full academic year, and are one of the most valuable aspects of the text." You can now read the full Gamasutra feature on the subject (no registration required, please feel free to link to the article from external websites).

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