Elsevier Real-World Flash Game Development 352pages software manual

Elsevier Real-World Flash Game Development 352pages software manual

EAN: 9780240811789
MPN: 978-0-240-81178-9
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Technical details

Written by Christopher Griffith
Publisher FOCAL PRESS
Genre Development software
Number of pages 352 pages

Additionally

Release date 09/2009
Real-World Flash Game Development How to Follow Best Practices AND Keep Your Sanity

By
Christopher Griffith, Starting out of school at Tribal DDB Worldwide, he created sites, games, and apps for well-known clients like Pepsi, Mountain Dew, American Airlines, Frito-Lay, Starbucks, and the Ad Council. In 2007 he joined the team at Blockdot, Inc where he currently holds the position of Senior Game Developer.
Christopher Griffith, Starting out of school at Tribal DDB Worldwide, he created sites, games, and apps for well-known clients like Pepsi, Mountain Dew, American Airlines, Frito-Lay, Starbucks, and the Ad Council. In 2007 he joined the team at Blockdot, Inc where he currently holds the position of Senior Game Developer.

Description
This book covers Flash for the everyday developer. The average Flash developer doesn't have luxurious timelines, employers who understand the value of reusability, or the help of an information architect to design a usable experience. This book helps bridge the gap for these coders who may be used to C++, Java, or C# and want to move over to Flash. Griffith covers real-world scenarios pulled from his own experiences developing games for over 8 years in the industry.

Gifts from Griffith's REAL-WORLD experiences include: Game design templates and pre-written scripts to automate tasks within Flash; Classes for handling common math computations used in gaming, so that game developers can see how to set up a simple game flow; Powerful debugging tools for your games(debuggers for Flash games are hard to come by, and this book provides them for you).

The associated web site offers: Code from the game examples in the book with fully build-able source files. Additional code snippets, classes, and utilities. Scripts for automating tedious and repetitive tasks within Flash. Template game-design documents for planning game proposals in the same manner outlined in the book. Links to other helpful online resources for both Flash and game development.

Audience:
Flash web designers and developers, Flash and Shockwave game developers. Level: Intermediate to Advanced.
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