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MARC Record from marc_columbia

Record ID marc_columbia/Columbia-extract-20221130-034.mrc:7039354:3244
Source marc_columbia
Download Link /show-records/marc_columbia/Columbia-extract-20221130-034.mrc:7039354:3244?format=raw

LEADER: 03244cam a2200601 i 4500
001 16614209
005 20220627133640.0
006 m o d
007 cr |||||||||||
008 181130s2019 flu o 001 0 eng
010 $a 2020693476
035 $a(OCoLC)on1090812971
035 $a(NNC)16614209
040 $aDLC$beng$erda$cDLC$dN$T$dTYFRS$dYDXIT$dOCLCO
020 $a9781351119283$qebook
020 $a1351119281
020 $z9780815360063$qpbk. : alk. paper
020 $z9780815360087$qhardback : alk. paper
020 $a9781351119306$qelectronic book
020 $a1351119303$qelectronic book
020 $a9781351119290$qelectronic book
020 $a135111929X$qelectronic book
020 $z9781351119276$qelectronic book$qMobipocket
020 $z1351119273$qelectronic book$qMobipocket
035 $a(OCoLC)1090812971
050 00 $aHD9993.E452
072 7 $aGAM$x001000$2bisacsh
072 7 $aCOM$x000000$2bisacsh
072 7 $aCOM$x012040$2bisacsh
072 7 $aUB$2bicssc
082 00 $a794.8023$223
049 $aZCUA
100 1 $aWhite, Matthew M.,$eauthor.
245 10 $aBreaking out of the games industry /$cMatthew M. White.
264 1 $aBoca Raton, FL :$bTaylor and Francis,$c[2019]
300 $a1 online resource
336 $atext$btxt$2rdacontent
337 $acomputer$bc$2rdamedia
338 $aonline resource$bcr$2rdacarrier
500 $aIncludes index.
588 $aDescription based on print version record.
520 $aThis book offers a perspective into a phenomenon becoming more and more common: AAA developers 'going indie'. Written through the personal story of the author finding his way into the AAA games space, only to retreat back to indie games and consulting work and finding a new-old life making games for himself, and finding fulfillment in doing so. It is both a word of warning to creatives seeking a corporation and a call for disillusioned developers to break free and do something wild, creative, and unexpected. It is critical of common industry issues such as structural crunch, health issues, work life balance, and more, but is also a personal story of mismatched needs in doing creative work. Key Features Under-explored viewpoint of the games industry, someone who worked for years to 'break in', then worked for years to 'break out'. Offers a unique look at making an indie game life both financially and mentally feasible. Encourages developers sitting on the fence to take the plunge.
650 0 $aVideo games industry$xVocational guidance.
650 0 $aVideo games$xDesign$xVocational guidance.
650 6 $aJeux vidéo$xIndustrie$xOrientation professionnelle.
650 6 $aJeux vidéo$xConception$xOrientation professionnelle.
650 7 $aGAMES / Board.$2bisacsh
650 7 $aCOMPUTERS / General$2bisacsh
650 7 $aCOMPUTERS / Computer Graphics / Game Programming & Design$2bisacsh
655 4 $aElectronic books.
776 08 $iPrint version:$tBreaking out of the games industry$dBoca Raton, FL : Taylor & Francis, 2019.$z9780815360063 (pbk. : alk. paper)$w(DLC) 2018054587
856 40 $uhttp://www.columbia.edu/cgi-bin/cul/resolve?clio16614209$zTaylor & Francis eBooks
852 8 $blweb$hEBOOKS