Benefitting from the authors' combined 30+ years of experience in the industry, the book provides an in-depth business strategy for games. The book is divided into four sections: introduction, preparation, execution, and contingencies. The reader is presented with the knowledge required to get started, both for the company’s culture and strategy and for the team’s pitching abilities and material. In the action phase, the authors explain how to prepare a budget, deal with the publisher, and cultivate their professional relationship. Lastly, the book explains how to deal with unsuccessful scenarios in being funded and how to self-publish as an investment for better exposure and future opportunities.
This book will be vital reading to all independent game developers, those working at AA game studios, and aspiring business developers.
Benefitting from the authors' combined 30+ years of experience in the industry, the book provides an in-depth business strategy for games. The book is divided into four sections: introduction, preparation, execution, and contingencies. The reader is presented with the knowledge required to get started, both for the company’s culture and strategy and for the team’s pitching abilities and material. In the action phase, the authors explain how to prepare a budget, deal with the publisher, and cultivate their professional relationship. Lastly, the book explains how to deal with unsuccessful scenarios in being funded and how to self-publish as an investment for better exposure and future opportunities.
This book will be vital reading to all independent game developers, those working at AA game studios, and aspiring business developers.

The Game Business Guidebook: What To Do When Nobody Wants Your Game
254
The Game Business Guidebook: What To Do When Nobody Wants Your Game
254Product Details
ISBN-13: | 9781032585390 |
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Publisher: | CRC Press |
Publication date: | 04/29/2025 |
Pages: | 254 |
Product dimensions: | 6.12(w) x 9.19(h) x (d) |