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Published September 2004
Amazon.com Sales Rank: 2,757,640
Availability: Usually ships in 24 hours
Many of today's computer games are mega productions with huge teams and budgets, vast quantities of content, and crunched schedules. Getting these games to market is not an easy feat. Just managing the creation of content and getting that content into the right place at the right time is an enormous challenge. Hundreds of development hours are lost dealing with asset and pipeline issues, so the need for a working system is immense. The Game Asset Pipeline is written for tools programmers, producers, and managers who need to know how to create such a system. The solutions and ideas presented in the book cover current technology and methods that can be used to design and implement an asset management system.
The book is divided into three distinct areas:
Each of these areas will be of interest to various members of the production team. The beginning chapters cover both design and implementation details, including data formats, naming conventions, custom export tools, asset identification, broken data, synchronizing code and data, building a distribution package, and automated testing. From there the book moves into the specifics of the system, such as storage methods, transactions and locking, client/server architecture tools, managing the local repository, access controls and security, scripting support, and archiving and purging data. The remainder of the book covers low-level processing tasks, management of the pipeline, and the production of the final data. Some of the topics covered in these chapters include: texture and image processing, geometry processing, audio and video processing, and environment processing.
This is the one book that will guide the production team through the daunting task of managing the vast array of game assets in a structured, practical method.
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