Want to work as a games tester in the video games industry? Then this is the book for you. This book provides all the essential information and guidance you need to understand the industry and get your foot in the door. This book covers everything, from the education you’ll need, how to look for and apply for job opportunities, and the studio interview process itself. It also includes advice for what to do once you’re in the role, with chapters covering how to write a bug report and creating test plans, as well as interviews with top tips from experts in the industry. This book will be of great interest for all beginner and aspiring games QA testers looking to build their career.
Written explicitly for aspiring and beginner QA testers, with concise and accessible advice and guidance. Combines proven and tested examples, tips, and tricks from experts currently working in the global games industry. Insight into different roles within a QA department, with advice on breaking into the industry and finding which role works for you
"Want to work as a games tester in the video games industry? Then this is the book is for you. This book provides all the essential information and guidance you need to understand the industry and get your foot on the ladder. The book covers everything from the education you'll need, how to look for and apply for job opportunities, as well as the studio interview process itself. It also includes advice for what to do once you're in the role, with chapters covering how to write a bug report, creating test plans, as well as interviews with top tips from experts in the industry. This book will be of great interest to all beginner and aspiring games QA testers"--
Want to work as an audio professional in the video games industry? Then this is the book is for you. It provides all the essential information and guidance you need to understand the industry and get your foot on the ladder. The book covers everything from the education you’ll need, how to look for and apply for job opportunities and what to do once you land your first job. It also includes advice on what to do once you’re in the role, with chapters covering best practices for sound designers, how to set goals for future career progression, as well as top tips from experts in the industry. It is written as a companion to the Game Audio Learning (GAL) website and invites the reader to visit GAL to access additional information that expands on the book’s contents. This book will be of great interest to all beginner and aspiring game audio professionals, as well as more experienced game audio professionals who are looking for new ways to approach their career planning.
Want to work in community management in the games industry? Then this is the book for you. Filled with practical advice and real-world examples, this guide offers a comprehensive introduction to building and nurturing vibrant gaming communities, fostering engagement, and handling challenges along the way. This book covers everything from the education you’ll need, how to look for and apply for job opportunities, and the studio interview process itself. It also includes tips and advice for what to do once you’re in the role, with chapters covering strategy, project management, accessibility, and dealing with trolls and toxicity. This book features insights from interviews with dozens of community managers, distilling their expertise into actionable advice. Drawing from recent job listings and seasoned community professionals’ experiences, it offers a comprehensive skill set that reflects the dynamic demands of community jobs in the gaming industry. This book will be of great interest to all beginner and aspiring games community managers.
Want to work as an animator in the video games industry? Then this is the book for you. This is a friendly guide to understanding the industry that offers practical advice and guidance to prepare you for the challenge! This book covers every step of the way, from picking universities through to your first year on the job. Outlining the whole job application process, with essential dos and don’ts, it also includes helpful animator-specific tips that might come in handy in those early years! Drawing from personal experience, along with interviews with ten incredibly talented people within the industry, this book ensures you feel supported and ready to enter the industry. From lessons learned to mistakes made, tackling imposter syndrome to finding friends, this book shares plenty for the reader to take away with them – even if that is just a bunch of things they know not to do . . . A beginner’s guide to life as an animator, this book is an invaluable resource for aspiring and seasoned pros alike.
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.
Want to become a writer in the games industry? Then this is the book is for you. Award-winning game writer Anna Megill provides all the essential information and guidance you need to understand the industry and get your foot on the ladder. The book explains in simple, clear language exactly what a beginner needs to know about education requirements, finding job opportunities, applying for roles, and acing studio interviews. Professional writers will learn how to run a writers’ room, manage a team, create documentation for various project phases, and navigate studio politics. The Pocket Mentor is designed to be a just-the-facts companion to The Game Writing Guide: Get Your Dream Job and Keep It, but it stands on its own as an invaluable go-anywhere resource for beginners and seasoned pros alike.
Microcontroller programming is not a trivial task. Indeed, it is necessary to set correctly the required peripherals by using programming languages like C/C++ or directly machine code. Nevertheless, MathWorks® developed a model-based workflow linked with an automatic code generation tool able to translate Simulink® schemes into executable files. This represents a rapid prototyping procedure, and it can be applied to many microcontroller boards available on the market. Among them, this introductory book focuses on the C2000 LaunchPadTM family from Texas InstrumentsTM to provide the reader basic programming strategies, implementation guidelines and hardware considerations for some power electronics-based control applications. Starting from simple examples such as turning on/off on-board LEDs, Analog-to-Digital conversion, waveform generation, or how a Pulse-Width-Modulation peripheral should be managed, the reader is guided through the settings of the specific MCU-related Simulink® blocks enabled for code translation. Then, the book proposes several control problems in terms of power management of RL and RLC loads (e.g., involving DC-DC converters) and closed-loop control of DC motors. The control schemes are investigated as well as the working principles of power converter topologies needed to drive the systems under investigation. Finally, a couple of exercises are proposed to check the reader’s understanding while presenting a processor-in-the loop (PIL) technique to either emulate the dynamics of complex systems or testing computational performance. Thus, this book is oriented to graduate students of electrical and automation and control engineering pursuing a curriculum in power electronics and drives, as well as to engineers and researchers who want to deepen their knowledge and acquire new competences in the design and implementations of control schemes aimed to the aforementioned application fields. Indeed, it is assumed that the reader is well acquainted with fundamentals of electrical machines and power electronics, as well as with continuous-time modeling strategies and linear control techniques. In addition, familiarity with sampled-data, discrete-time system analysis and embedded design topics is a plus. However, even if these competences are helpful, they are not essential, since this book provides some basic knowledge even to whom is approaching these topics for the first time. Key concepts are developed from scratch, including a brief review of control theory and modeling strategies for power electronic-based systems.
The Advanced Game Narrative Toolbox continues where the Game Narrative Toolbox ended. While the later covered the basics of writing for games, the Advanced Game Narrative Toolbox will cover techniques for the intermediate and professional writer. The book will cover topics such as how to adapt a novel to a game, how to revive IPs and how to construct transmedia worlds. Each chapter will be written by a professional with exceptional experience in the field of the chapter. Key Features Learn from industry experts how to tackle today’s challenges in storytelling for games. A learn by example and exercise approach, which was praised in the Game Narrative Toolbox. An in depth view on advanced storytelling techniques and topics as they are currently discussed and used in the gaming industry. Expand your knowledge in game writing as you learn and try yourself to design quests, write romances and build worlds as you would as a writer in a game studio. Improve your own stories by learning and trying the techniques used by the professionals of game writing.