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."
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