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Acknowledgments | |
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Introduction | |
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A Brief History of Interactive Entertainment | |
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Computer Games and Mainframes | |
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Arcade Games and Console Games | |
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Enter the Personal Computer | |
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The Rebirth of Console Games | |
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The IBM PC Arrives | |
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The CD-ROM Changes Everything | |
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Interactive Movies Come ... and Go | |
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3-D Graphics Hardware Reinvents Action Gaming | |
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The Online Explosion | |
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Wrap-up | |
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A World of Games | |
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Personal Computer Games | |
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Home Console Games | |
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Games in the International Market | |
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How the Xbox Changed the Rules | |
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Arcade Games | |
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Online Games | |
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Handheld Devices | |
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Location-Based Entertainment | |
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Gambling Equipment | |
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Miscellaneous Games | |
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Games Versus Multimedia | |
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Wrap-up | |
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How the Game Industry Functions | |
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Some Fundamentals | |
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Tracing a Game to Its Source | |
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The Customer | |
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The Retailer | |
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The Distributor | |
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Electronic Arts: A Game Industry Giant | |
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The Publisher | |
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The Internal/External Cycle | |
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The Developer | |
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Converting Games to Other Platforms | |
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Related Businesses | |
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Console Manufacturers | |
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Add-on Manufacturers | |
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Product Manufacturers | |
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Other Distribution Channels | |
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Online | |
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Shareware | |
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Rental | |
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Bundling | |
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"Unsold Returns": A Game Industry Scam | |
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Gamer Demographics and Markets | |
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"Video Games Are for Kids" | |
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"Video Games Are for Boys (and Nerdy Men)" | |
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Casual Versus Hardcore | |
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Game Genres | |
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Action | |
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Strategy and War Games | |
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Sports Games | |
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Vehicle Simulators | |
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Construction and Management Simulations | |
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Graphic Adventures | |
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Fantasy Role-Playing Games | |
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Online Role-Playing Games | |
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Puzzle Games and Software Toys | |
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Children's Games | |
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The Game Press and Web Sites | |
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Players' Magazines and Web Sites | |
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Industry Publications and Web Sites | |
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Wrap-Up | |
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Inside the Fun Factory | |
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Internal or External Development? | |
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The Brilliant Idea | |
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Evolutionary or Revolutionary? | |
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How Publishers Hear about Game Ideas | |
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Pitching the Game | |
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Pre-Production | |
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Design Work | |
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Technical Research and Prototyping | |
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Project Planning | |
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Going to Full Production | |
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The Development Contract | |
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Production | |
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The Production Process (and Why It's Not Your Problem Yet) | |
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Jobhunting Tip: Avoiding Incompetent Employers | |
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Meeting, Meetings, Meetings! | |
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Marketing Activities | |
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Testing | |
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Alpha Testing | |
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Localization | |
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Beta Testing | |
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Configuration Testing | |
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Disney's Christmas Configuration Calamity | |
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Content Ratings | |
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Quality Assurance | |
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A QA Failure | |
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Licensor and Console Manufacturer Approvals | |
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A Sample Development Schedule | |
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Manufacturing | |
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Wrap-Up | |
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Preparing to Be a Game Developer | |
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If You're Still in Public School | |
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Uncover Your Talents | |
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Lay the Foundations | |
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Don't Drop Out! | |
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Selecting Your Higher Education | |
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University or Trade School? | |
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The Two-Year/Four-Year Question: A Personal View | |
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How to Evaluate the Programs | |
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How Do They Feel about Games? | |
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What to Study in College | |
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How to Use the Curriculum Framework | |
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Color Outside the Lines! | |
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Learn about Particular Areas | |
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Other Useful Subjects | |
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Postgraduate Programs | |
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If You've Already Got a Job in Film, TV, or Other Entertainment Media | |
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Your Head Start and Your Handicap | |
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Learn about the Differences | |
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Breaking in: From Television to Games | |
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If You're in High-Tech Hollywood | |
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If You've Got a Job Elsewhere in High Technology | |
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Your Head Start and Your Handicap | |
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The Legend of Army Battlezone | |
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Learn about the Differences | |
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Breaking in: From Silicon Valley to Games | |
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Other Ways to Prepare Yourself | |
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Play the Games | |
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Breaking in: Playing and Persistence Pay Off | |
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Develop Your Own Games or Game Elements | |
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Attend Industry Events | |
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Follow the Press | |
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Be Your Own Press | |
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Take Part in Beta Tests | |
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Attend Focus Groups | |
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Wrap-Up | |
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Skills and Careers in the Game Industry | |
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Production Versus Development | |
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Two Different Mindsets | |
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What about Internal Development? | |
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Internal and External Producers: Still More Confusion! | |
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A Warning about Job Titles, Responsibilities, and Org Charts | |
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The Two (Well, Three) Types of Career Ladders | |
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How Do I Change from One Ladder to Another? | |
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Project Organization | |
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Programming | |
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A Day in the Life of an Engine Programmer | |
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Talents and Skills | |
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Tools | |
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Specializations | |
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Inside the Job of a Port Programmer | |
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Art and Animation | |
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A Day in the Life of a Production Artist | |
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Talents and Skills | |
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Tools | |
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Specializations | |
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Audio and Music | |
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A Day in the Life of an Audio Lead | |
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Talents and Skills | |
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Tools | |
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Specializations | |
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Writing | |
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A Day in the Life of a Writer | |
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Talents and Skills | |
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Tools | |
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Specializations | |
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Game Design | |
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Design Jobs | |
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A Day in the Life of a Game Designer | |
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Talents and Skills | |
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Tools | |
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Specializations | |
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Producing and Project Management | |
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Production Jobs | |
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A Day in the Life of a Producer | |
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Talents and Skills | |
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Tools | |
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Specializations | |
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Testing and Quality Assurance | |
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Breaking in: All Experience Is Good Experience | |
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Talents and Skills | |
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Tools | |
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Specializations | |
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Non-Development Jobs | |
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Marketing | |
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A Day in the Life of a Marketing Director | |
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Public Relations | |
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Other Entry-Level Jobs | |
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Customer Service | |
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Information Technology | |
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Warranty Returns | |
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Reception | |
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Mailroom | |
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Wrap-Up | |
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How to Get a Job | |
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Packaging Yourself as a Professional | |
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Introducing Mary Margaret Walker: Recruiter Extraordinaire | |
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Networking: It's Not What You Know... | |
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Where to Meet Game Developers | |
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Researching a Company | |
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About Recruiters | |
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How to Schmooze | |
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Talking about Yourself | |
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Be Real! | |
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Your Resume and Cover Letter | |
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Mary Margaret's Resume Tips | |
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Don't Get Cute | |
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Never Lie, but Always Spin | |
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Job-Hunting Tip: Show Them You're Adaptable | |
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More Suggestions about Resume Content | |
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Crafting the Cover Letter | |
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Building Your Portfolio or Demo | |
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Mary Margaret's Tips on Demos | |
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More about Demos | |
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What about Nudes or Erotic Material? | |
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Job-Hunting Tip: Don't Mail in a Mountain of Stuff! | |
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On the Hunt: Finding and Applying for Jobs | |
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How Do You Find the Jobs? | |
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Mailing out Your Resume | |
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Handling the Interview | |
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About Phone Interviews | |
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Mary Margaret's Interviewing Tips | |
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Dress Properly: Neither Too Poorly nor Too Well | |
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Who Will Interview You? | |
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Showing Your Demo or Portfolio | |
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What about Tests? | |
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Job-Hunting Tip: Show Them You're a Team Player | |
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The Compensation Package | |
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Financial Compensation | |
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Time-Off Benefits | |
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Health-Related Benefits | |
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Retirement Plans | |
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Miscellaneous Benefits | |
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Work Policies | |
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Negotiation | |
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Reasons to Accept a Lower Salary | |
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Reasons NOT to Accept a Lower Salary | |
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Get It in Writing | |
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Discrimination and Workplace Issues | |
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Women | |
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Inside the Job: Advice for Women in the Game Industry | |
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Minorities | |
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Gays and Lesbians | |
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Non-Western Game Developers | |
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Wrap-Up | |
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Legal Issues for Creative People | |
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First, Three Disclaimers | |
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You Can't Protect an Idea Alone | |
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The Three Types of Intellectual Property Protection | |
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Copyright | |
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Trademark | |
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Patents | |
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Trade Secrets and Non-Disclosure Agreements | |
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NDAs and Job Interviews | |
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Don't Worry Too Much about Protecting Your Ideas | |
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Understanding Your Employment Contract | |
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It's Not about the Money | |
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Beware: Your Inventions Are Not Your Own! | |
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Protecting Your Existing Inventions | |
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The California Labor Code on Inventions | |
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The Hazards of Moonlighting | |
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Moral Rights | |
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Your Duty to Protect Your Company's Property | |
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How Come You're Being Kept in the Dark? | |
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Wrap-up | |
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The Future of Game Development | |
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Bigger Games, Bigger Teams | |
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Bigger Teams Mean More Bureaucracy | |
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The Rise of the Content Creators | |
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Programmer Specialization | |
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Subcontracted Services | |
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Spiraling Development Costs and Consequences | |
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Publisher Conservatism | |
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Inbreeding | |
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Sequels and Sequels to Sequels | |
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New Options for New Ideas | |
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Homebrew: Mods, Bots, and Engines | |
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Academic Research | |
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Video Games as an Art Form | |
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Will there Be Another Crash? How Safe Is this Business? | |
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A Few Final Words | |
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Educational Institutions | |
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IGDA Curriculum Framework | |
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Welcome | |
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Contact Info | |
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Introduction | |
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About the Framework | |
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Overview of Core Topics | |
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Critical Game Studies | |
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Games and Society | |
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Game Design | |
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Game Programming | |
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Visual Design | |
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Audio Design | |
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Interactive Storytelling | |
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Game Production | |
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Business of Gaming | |
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Core Topics Breakdown | |
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Critical Game Studies | |
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Games and Society | |
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Game Design | |
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Game Programming | |
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Visual Design | |
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Audio Design | |
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Interactive Storytelling | |
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Game Production | |
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Business of Gaming | |
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Tying Core Topics to Career Options | |
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Game Studies Scholar and Educator | |
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Game Technology Educator | |
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Game Journalist | |
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Producer | |
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Game Designer | |
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Level Designer | |
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Programmer | |
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Game Graphics Artist | |
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Game Audio Engineer | |
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Thanks | |
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Jobhunting Resources and Development Tools | |
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Major Employers in the Game Industry | |
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The IGDA Breaking In Page | |
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Free or Inexpensive Development Tools | |
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Programming Tools | |
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Art Tools | |
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Audio Tools | |
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Office Tools | |
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Professional Game Development Web Sites | |
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Console Manufacturers' Web Sites | |
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Game Job Postings | |
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Networking Resources | |
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Gatherings | |
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Resources for Women | |
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Resources for Minorities | |
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Miscellaneous Resources | |
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Glossary of Game Industry Terms | |
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Index | |