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	<title>Production and Management - Books</title>
	<link>http://www.gamedev.net/page/books/index.html/_/game-business-and-production-4/production-and-management/</link>
	<pubDate>Sat, 25 Feb 2012 23:12:18 +0000</pubDate>
	<ttl>43200</ttl>
	<description>Resources for running a game team and studio</description>
	<item>
		<title><![CDATA[Game Development Essentials: Game QA & Testing]]></title>
		<link>http://www.gamedev.net/page/books/index.html/_/game-business-and-production-4/production-and-management/game-development-essentials-game-qa-testing-r764</link>
		<description><![CDATA[GAME DEVELOPMENT ESSENTIALS: GAME TESTING & QA is a comprehensive guide to the mysterious game testing profession. Through first-hand experience and deep research, the authors shed light on the history of testing, basic and advanced techniques, job-hunting, and moving up in the ladder of game development. GAME DEVELOPMENT ESSENTIALS: GAME TESTING & QA is the first book of its kind, preparing would-be testers for an exciting career in the game industry.]]></description>
		<pubDate>Mon, 22 Jun 2009 00:00:00 +0000</pubDate>
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		<title>Awesome Game Creation: No Programming Required (Game Development)</title>
		<link>http://www.gamedev.net/page/books/index.html/_/game-business-and-production-4/production-and-management/awesome-game-creation-no-programming-required-game-development-r656</link>
		<description><![CDATA[This is one of the first books CRM published in game development and it has been very successful. There are thousands of more game players today than there were in 2000 and many of these players want to know how to make their own games. Most of these people are not programmers, however, so they need a non-programming why to learn and that's why this book works so well! Awesome Game Creation: No Programming Required, Third Edition teaches game enthusiasts and aspiring developers how to create your own computer games without programming skills. It teaches how the whole game design process works, beginning with an overview of how to design a game, and moving through the creation process from the basic building blocks to sound, music, and graphics. Throughout the book, you'll learn how to create a variety of games, including an 2D Dragon Flying Game, First Person Shooter, space shoot-em up, and more. To make sure you're able to follow along easily, each game is created through step-by-step tutorials that use "drag-and-drop" game engines. You'll learn how to make and modify your own interactive 2D and 3D computer games. And, you'll learn how to use a variety of development tools, including The Games Factory 2 (latest version), GameMaker, and FPS Creator (new to this edition). This is a great way to learn the basics of game design and creation without having to learn how to program!!]]></description>
		<pubDate>Fri, 28 Sep 2007 00:00:00 +0000</pubDate>
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		<title>Testing Computer Software, 2nd Edition</title>
		<link>http://www.gamedev.net/page/books/index.html/_/game-business-and-production-4/production-and-management/testing-computer-software-2nd-edition-r551</link>
		<description><![CDATA[This book will teach you how to test computer software under real-world conditions. The authors have all been test managers and software development managers at well-known Silicon Valley software companies. Successful consumer software companies have learned how to produce high-quality products under tight time and budget constraints. The book explains the testing side of that success.

<p>Who this book is for:
<li>Testers and Test Managers
<li>Project Managers-Understand the timeline, depth of investigation, and quality of communication to hold testers accountable for.
<li>Programmers-Gain insight into the sources of errors in your code, understand what tests your work will have to pass, and why testers do the things they do.
<li>Students-Train for an entry-level position in software development.

<p>What you will learn:
<li>How to find important bugs quickly
<li>How to describe software errors clearly
<li>How to create a testing plan with a minimum of paperwork
<li>How to design and use a bug-tracking system
<li>Where testing fits in the product development process
<li>How to test products that will be translated into other languages
<li>How to test for compatibility with devices, such as printers
<li>What laws apply to software quality]]></description>
		<pubDate>Mon, 12 Apr 1999 00:00:00 +0000</pubDate>
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