Game Development Without Pain and Crunch. How to Survive in the Gaming Industry and Keep Inspiration
Make the game development process more productive and healthy!
This book, written by the legendary developer Richard Lemarchand, will teach you how to take a digital game project from start to finish — from concept creation and design to assembly, testing,...
and release — and avoid uncontrolled burnout, known among developers as 'crunch'.
You will learn: • what a vertical slice, concentric development, and Mark Cerny's Method are; • how to create a game macro design table; • what’s included in alpha and beta game versions, their milestones, and artifacts; • how and when to properly and effectively conduct playtests; • how to combat burnout and keep inspiration; • how to take a game through all four stages of project creation and release it to the market!
Richard Lemarchand is a game designer who has worked in the video game industry for over twenty years. He led the design of three games in the Uncharted series, including the award-winning Uncharted 2: Among Thieves. His book will be useful both for beginner game developers and students, as well as for experienced game designers.
«Richard Lemarchand's book, the lead designer of the Uncharted trilogy, reveals the secrets of flawless production from studios such as Naughty Dog and Insomniac. Highly recommended. If you want to compare your development experience with something that has stood the test of time and is used by major market players like Microsoft and Sony, — do not miss it». — Vasily Skobeleev, game dev blogger, level designer
Make the game development process more productive and healthy!
This book, written by the legendary developer Richard Lemarchand, will teach you how to take a digital game project from start to finish — from concept creation and design to assembly, testing, and release — and avoid uncontrolled burnout, known among developers as 'crunch'.
You will learn: • what a vertical slice, concentric development, and Mark Cerny's Method are; • how to create a game macro design table; • what’s included in alpha and beta game versions, their milestones, and artifacts; • how and when to properly and effectively conduct playtests; • how to combat burnout and keep inspiration; • how to take a game through all four stages of project creation and release it to the market!
Richard Lemarchand is a game designer who has worked in the video game industry for over twenty years. He led the design of three games in the Uncharted series, including the award-winning Uncharted 2: Among Thieves. His book will be useful both for beginner game developers and students, as well as for experienced game designers.
«Richard Lemarchand's book, the lead designer of the Uncharted trilogy, reveals the secrets of flawless production from studios such as Naughty Dog and Insomniac. Highly recommended. If you want to compare your development experience with something that has stood the test of time and is used by major market players like Microsoft and Sony, — do not miss it». — Vasily Skobeleev, game dev blogger, level designer
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