Contents at a Glance
Part 1: Asset and Data Management
Chapter 1: Plug-in-based Asset Compiler Architecture
Chapter 2: GFX Asset Data Management
Chapter 3: Geometry and Models: 3D Format Conversion (FBX, COLLADA)
Chapter 4: Building Procedural Geometry Using MAXScript (Voronoi Polygons)
Chapter 5: A Uniform Geometry Workflow for Cutscenes and Animated Feature Films
Chapter 6: Building a Rock-Solid Content Pipeline with the COLLADA Conformance Test Suite
Chapter 7: Rendering COLLADA Assets on Mac OS X with Scene Kit
Chapter 8: COLLADA Exporter for Unity Developers in the Unity Asset Store
Chapter 9: Introduction to Utilizing HTML, CSS, and JavaScript to Create Rich Debugging Information
Chapter 11: Programming: Decoupling Game Tool GUIs from Core Editing Operations
Chapter 12: Building A Game Prototyping Tool for Android Mobile Devices