The new media industry needs the producer who manages, the director with creative vision, and the writer who
documents the development process. This comprehensive book is a practical, skills-oriented book for the producer,
director, and writer of multimedia. It provides readers with a sound grounding in the concepts of interactive design,
and then takes them through the step-by-step process of developing the multimedia product. Written with a professional
orientation, this book teaches readers how to create multimedia faster, better, and less expensively. It also can
act as a procedure manual for the reader's company. Topics include: Interactive, non-linear, multimedia design;
the development process; games and educational products. For any multimedia professional, in particular CD-ROM
developers and publishers.
Table of Contents
Each chapter begins with "Chapter Objectives," and concludes with "Chapter Summary" and "Recommended Reading."
Preface.
Who Should Read This Book.
What This Book Is About.
Who This Book Is About.
A Brief Note about Nomenclature.
How This Book Is Designed.
Acknowledgments.
1. Multimedia and the People Who Make It.
Multimedia Defined.
Multimedia Is Interactive.
The Audience Is Re-Defined.
What Users Want.
The Multimedia Designer.
Design Is a Process.
A Case Study.
The Roles of the Producer, Director, and Writer.
2. Principles of Interactive Design.
Interactive Vocabulary.
Multimedia as a System.
Components of the System.
3. Design for Instructional and Educational Multimedia.
The Instructional Designer.
Types of Computer-Based Learning.
The Criteria for Selecting Multimedia.
Design Parameters for Educational Multimedia.
Educational and Instructional Multimedia Venues.
A Case Study.
4. Game Design.
What Are Games?
Games Are Pervasive.
Similarities between Games and Films.
Games and Education.
Why People Play Games.
Guidelines for a Game.
Game Features.
Game Genres.
5. The Interactive Design Process.
The Design Team.
Step 1: Write a Concept Document.
Step 2: Perform a Competitive Analysis.
Step 3: Write a Top Level Design.
Step 4: Perform a Cost/Benefit Analysis.
Step 5: Write the Functional Specification.
6. The Functional Specification.
Start with Structure.
Title Summary.
Introduction.
Node Descriptions.
Sample Functional Specification.
The Game Design Document.
7. The Development Process Overview.
The Importance of Phases.
Who Is the Client?
The Development Phases.
8. The Discovery Phase.
The Prize of the Discovery Phase.
Why Discovery Is Necessary.
Qualify the Client.
The Client Qualifies the Developer.
Educate the Client.
Learn From the Client.
Establish Deal Points with the Client.
Creating Discovery Phase Deliverables.
The Proposal and Bid.
9. The Design Phase.
The Design Phase Prize.
Review of the Functional Specification.
Design Phase Deliverables.
Graphic Deliverables.
Sound Deliverables.
Technical Deliverables.
The Producer during the Design Phase.
The Director during the Design Phase.
The Writer during the Design Phase.
10. The Development Agreement.
Proposals and Bids.
The Contract.
Deliverables.
Joint Development Agreements.
The Letter of Intent.
Development and Publishing Agreement.
11. The Prototype Phase.
The Prize of the Prototype Phase.
Purposes of the Prototype.
Plan and Produce the Prototype.
Focus Test the Prototype.
Incorporate Test Results.
12. The Production Phase.
Production Phase Prize.
Production Phase Deliverables.
Production Phase Tasks.
Role of the Producer and Director during Development.
Alpha and Beta Discs.
The Gold Master.
Readme Files.
Package Design.
Archiving.
The Appendix.
Appendix A: The Student Project.
Cancer: A Survival Guide.
Appendix B: The Multimedia Industry.
Marketing Segments and Businesses.
Appendix C: The Multimedia Studio.
Structure.
Job Description.
Appendix Tables.