Reviews
It was very helpful for my work.
It is difficult to explain exactly why those nostalgic childhood games, which look shabby and boring now, were so much fun back then, but perhaps it was because I poured so much of my life into them? I had always wanted to try developing games. Whenever I played, I would think, "This game would be fun if I arranged it this way or set it up a bit differently." Perhaps because I had enjoyed games for so long, I once held a vague hope that I could do well if I were to create one myself. However,
We are aware from media reports that one of the many dreams of teenagers is to become a game player or a game developer. While some children aspire to achieve fame as players, others wish to develop games themselves that many people can enjoy. Whether these children pursue game development as a hobby or a career, the fact that there is a clear lack of suitable learning materials and learning processes is undeniably a consequence of our perspective, which still views the importance of games
A valuable book that provides essential, vivid case studies and practical advice to aspiring game developers who are struggling with where to start and what to do.
Yes, it is a book on game development. I only knew how to play games; I never even dreamed of developing them. However, since I enjoy playing games and work in an art-related field, I became interested in character concept art, so I immediately picked up this book and started reading. My first impression was, "Oh, this is going to be full of terms I don't know," so I actually read it with some tension. (First of all, I was most interested in the work directions for character and background
Kim Da-hoon et al.: Game development in its 0th year
Many aspiring game developers want to create games themselves to secure employment. While game development experience allows one to understand the tasks involved in the development process and what responsibilities must be fulfilled as a practitioner, the experience of collaboration is equally important. To develop a game as a team, one must understand the team's goals, be considerate of team members, and grasp what individual efforts and considerations are necessary to develop the game together. Most publicly available development processes are from teams within a well-structured organization where roles are clearly recognized and authority is granted. However, since the development process for amateurs is not like this, there are more challenges. Through this book, the author hopes to provide an opportunity to hear advice from industry professionals by sharing students' development processes, and to help aspiring developers prepare for potential mistakes in advance.
Korean title: 0년차 게임 개발
Korean author: 김다훈 외
Korean publisher: 성안당
ISBN-13: 9788931552416
Reviews
It was very helpful for my work.
It is difficult to explain exactly why those nostalgic childhood games, which look shabby and boring now, were so much fun back then, but perhaps it was because I poured so much of my life into them? I had always wanted to try developing games. Whenever I played, I would think, "This game would be fun if I arranged it this way or set it up a bit differently." Perhaps because I had enjoyed games for so long, I once held a vague hope that I could do well if I were to create one myself. However,
We are aware from media reports that one of the many dreams of teenagers is to become a game player or a game developer. While some children aspire to achieve fame as players, others wish to develop games themselves that many people can enjoy. Whether these children pursue game development as a hobby or a career, the fact that there is a clear lack of suitable learning materials and learning processes is undeniably a consequence of our perspective, which still views the importance of games
A valuable book that provides essential, vivid case studies and practical advice to aspiring game developers who are struggling with where to start and what to do.
Yes, it is a book on game development. I only knew how to play games; I never even dreamed of developing them. However, since I enjoy playing games and work in an art-related field, I became interested in character concept art, so I immediately picked up this book and started reading. My first impression was, "Oh, this is going to be full of terms I don't know," so I actually read it with some tension. (First of all, I was most interested in the work directions for character and background












