This book is the perfect toolkit for any developer who wishes to transform an idea into a viable business. From the experience of a game designer and a business developer, it covers every step from the conception of the game to signing a deal with a publisher.
This book is the perfect toolkit for any developer who wishes to transform an idea into a viable business. From the experience of a game designer and a business developer, it covers every step from the conception of the game to signing a deal with a publisher.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Diego Ricchiuti is currently the lead designer at Caracal Games, the course leader of the Game Design Degree at AIV in Rome and Milan, and an independent consultant in game design and creative direction. John Henley is an international partner relations and business development executive with 15 years of experience initiating and building long-term developer, publisher, and platform partnerships in video games.
Inhaltsangabe
Section One - Introduction Chapter 0 - About the author Chapter 1 - How to use this book Chapter 2 - Book Introduction Section Two - Preparation Chapter 3 - Gaming Is a Business Chapter 4 - Design Chapter 5 - Game and Studio Strategy Chapter 6 - Communication Chapter 7 - Game Demo Best Practices and Tips Chapter 8 - How to Pitch Section Three - Execution Chapter 9 - Finding the Publisher Chapter 10 - Feedback and Follow-ups Chapter 11 - Game Budget Best Practices and Tips Chapter 12 - Closing the Deal and Keeping the Publisher Section Four - Contingencies Chapter 13 - Nobody Wants Your Game Now What? Chapter 14 - Self-publishing for Experience Section Five - Conclusion Chapter 15 - Someone Somewhere Wants Your Game
Section One - Introduction Chapter 0 - About the author Chapter 1 - How to use this book Chapter 2 - Book Introduction Section Two - Preparation Chapter 3 - Gaming Is a Business Chapter 4 - Design Chapter 5 - Game and Studio Strategy Chapter 6 - Communication Chapter 7 - Game Demo Best Practices and Tips Chapter 8 - How to Pitch Section Three - Execution Chapter 9 - Finding the Publisher Chapter 10 - Feedback and Follow-ups Chapter 11 - Game Budget Best Practices and Tips Chapter 12 - Closing the Deal and Keeping the Publisher Section Four - Contingencies Chapter 13 - Nobody Wants Your Game Now What? Chapter 14 - Self-publishing for Experience Section Five - Conclusion Chapter 15 - Someone Somewhere Wants Your Game
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