Description

Book Synopsis

Event-Database Architecture for Computer Games proposes the first explicit software architecture for game development, answering the problem of building modern computer games with little or no game design.

The first volume begins by describing the formal definition of software production processes in general, and the production process of computer games in particular. It introduces the two basic principles behind the software architecture that addresses the communication and productivity problems of a degenerative production process. It goes on to describe the archetypal software production process, and outlines the role that the Game Designers, Game Programmers, Game Artists, Sound Designers and Game Testers play in that process.

The second volume includes a brief overview on how to optimize the results. This leads on to an exploration of how staff, especially Software Engineers, typically view optimization. It also explains how the vision of the Engineers relates to the vision of the leadership of a project or company. It describes how this leadership can also affect the efficacy of a production process, including the Event-Database Production Process.

This book will be of great interest to professional game developers involved in programming roles, such as Tools Programmers, UI Programmers, Gameplay Programmers and Engineers, as well as students studying game development and programming.

EventDatabase Architecture for Computer Games

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RRP £86.99 – you save £4.35 (5%)

Order before 4pm tomorrow for delivery by Tue 16 Dec 2025.

By Rodney Quaye

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    View other formats and editions of EventDatabase Architecture for Computer Games by Rodney Quaye

    Publisher: CRC Press
    Publication Date: 7/1/2025
    ISBN13: 9781032818030, 978-1032818030
    ISBN10: 1032818034

    Description

    Book Synopsis

    Event-Database Architecture for Computer Games proposes the first explicit software architecture for game development, answering the problem of building modern computer games with little or no game design.

    The first volume begins by describing the formal definition of software production processes in general, and the production process of computer games in particular. It introduces the two basic principles behind the software architecture that addresses the communication and productivity problems of a degenerative production process. It goes on to describe the archetypal software production process, and outlines the role that the Game Designers, Game Programmers, Game Artists, Sound Designers and Game Testers play in that process.

    The second volume includes a brief overview on how to optimize the results. This leads on to an exploration of how staff, especially Software Engineers, typically view optimization. It also explains how the vision of the Engineers relates to the vision of the leadership of a project or company. It describes how this leadership can also affect the efficacy of a production process, including the Event-Database Production Process.

    This book will be of great interest to professional game developers involved in programming roles, such as Tools Programmers, UI Programmers, Gameplay Programmers and Engineers, as well as students studying game development and programming.

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