Business And Production: A Collection: A Collection by Drew SikoraBusiness And Production: A Collection: A Collection by Drew Sikora

Business And Production: A Collection: A Collection

byDrew Sikora, John Hattan

Paperback | January 9, 2009

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Welcome to "Business and Production for Games: A Collection," the first in a series of books published in collaboration with, the online community where game developers worldwide can network and freely exchange information and ideas. Assembled in print for the first time, and comprised of the best game business and production articles that have appeared on over the past decade, this volume features invaluable information and ideas for anyone running or considering running their own game company. You'll learn how to approach your new business venture as a professional, discover how to make the most of limited resources, benefit from expert marketing advice, explore how to develop efficient production processes, and consider the importance of intellectual property, sales, and team leadership. All articles have been updated to comply with the latest technology, and as a bonus, this volume also features exclusive, new content that cannot be found anywhere else. Continuing in their tradition of excellence, "Business and Production for Games: A Collection" captures the best of and is an invaluable resource in your pursuit of game development success.
Drew Sikora started programming with QBasic back in 1996 as just another means to geek out with his dad's laptop, but quickly became hooked on creating text-based RPGs and seeking after information to learn more about creating games like the ones he played every day on his PC and Nintendo console. Information back then on game developm...
Title:Business And Production: A Collection: A CollectionFormat:PaperbackDimensions:296 pages, 9 × 7.3 × 0.8 inPublished:January 9, 2009Publisher:Course Technology PTRLanguage:English

The following ISBNs are associated with this title:

ISBN - 10:1598638092

ISBN - 13:9781598638097


Table of Contents

Part 1: Business1. Shareware Amateurs vs. Shareware Professionals; 2. Pitch Your Game: Pitching Tips from a Game Industry Catcher; 3. Open Source and the Gaming Industry; 4. The Four Ps of Marketing; 5. Advertising Your Games; 6. Submitting Your Game to Retailers; 7. How to Ship a Commercial Game Without Quitting Your Day Job; 8. Legal Issues in Game Development; 9. Basic Team Building and Management; Part 2: Production10. Lone Wolf Killers; 11. How to Build a Game in a Week from Scratch with No Budget; 12. Critical Path Analysis and Scheduling for Game Development 13. Incremental Development; 14. How to Do Stuff Quickly and Cheaply; 15. What A Portal Wants; 16. Blind Man's Bluff: Moving Toward Fact-Based Metrics for Measuring Project Progress; 17. Game Unified Process (GUP); 18. Managing Digital Assets in Game Development; 19. Introduction to "Modding": Lessons Learned and Best Practices; 20. MMOG Considerations; Index