Implementing a Digital Asset Management System: For Animation, Computer Games, and Web Development

Appendix 3: References

The Digital Asset Management landscape is evolving fast, and the market is so diverse that it s hard to keep up to date with what s out there. Here are a few resources to help you stay on top of your game.

Steve McConnell (1996) Rapid Development. Taming Wild Software Schedules. Microsoft Press, 647 pages, $35 (US).

This is a classic for every project manager who leads a programming effort of any kind. The tips come from McConnell s extensive experience and are always accompanied by a clear explanation and an amusing example.

Anyone managing complex projects should read this book. Even if you have no programming experience you ll benefit from it. Most advice is equally valid for web development or animation projects exceeding a certain size.

Ben Carter (2004) The Game Asset Pipeline. Charles River Media, 302 pages, $40 (US).

A great title for anyone who wants to become more professional in their game development. It is an easy read for project managers and programmers alike. The author explains how a professional workflow should look, which steps are industry best practice, and what the common mistakes are. The book also features a section on Digital Asset Management for game production.

Marc Saltzman (2004) Game Creation and Careers. Insider Secrets from Industry Experts. New Riders, 707 pages, $50 (US).

The journalist Marc Saltzman interviewed more than 150 pros from the game industry for this book. These findings are sorted into organized chapters with commentaries, tips, anecdotes, and forecasts of leading...

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