Read more
This book proposes the first explicit software architecture for game development, answering the problem of building modern computer games with little or no game design. An archetypal software production process, based on this architecture, is also introduced.
List of contents
CHAPTER 1 - THE PROBLEM, CHAPTER 2 - THE SOLUTION, CHAPTER 3 - THE SOFTWARE ARCHITECTURE, CHAPTER 4 - THE SOFTWARE PRODUCTION PROCESS, CHAPTER 5 - LIMITATIONS OR CRITERIA FOR USE, CHAPTER 6 - GLOSSARY
About the author
Rodney Quaye is a senior programmer who has worked in the Computer Games industry for over 16 years. He was born in the UK but grew up in his fatherland, Ghana, attending primary school there. He returned to the UK to attend secondary school. He grew up playing Computer Games at school and university but never thought of it as a career. He graduated from the University of Warwick with a Bachelor of Engineering degree in Computer Systems Engineering in 1993. He went to work as a programmer first on medical information systems for hospitals and then market analysis systems mainly for car manufacturers. He then had a near-death experience which gave him a spiritual awakening. He reflected on his life and realised that his heart was not in his work. He felt God was calling him back to his first love, Computer Games. So he started a career in that industry in 1999, working at several Games Studios including Sumo Digital, nDreams, Supermassive Games, Traveller's Tales, Hotgen, Oysterworld, Second Impact, Flaming Pumpkin, Goldhawk Interactive, Jagex, Gusto Games, Criterion, Asylum Entertainment, Codemasters and Deibus Studios. The famous titles he has worked on include
Burnout 2 and
3 for Criterion,
LMA Manager for Codemasters,
Runescape for Jagex and
Lego Worlds for Traveller's Tales. He wrote this book to provide a standard documented software architecture for making Computer Games.