The Game Production Toolbox / Edition 1 available in Hardcover, Paperback, eBook

The Game Production Toolbox / Edition 1
- ISBN-10:
- 1138341703
- ISBN-13:
- 9781138341708
- Pub. Date:
- 04/27/2020
- Publisher:
- Taylor & Francis
- ISBN-10:
- 1138341703
- ISBN-13:
- 9781138341708
- Pub. Date:
- 04/27/2020
- Publisher:
- Taylor & Francis

The Game Production Toolbox / Edition 1
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Overview
Readers will learn about each phase of game production: prototyping, defining the requirements, assembling the team, making the game, and releasing to the players. Interviews from professional game developers give a behind-the-scenes look at what it takes to make a game.
Key Features
- A framework for how to get an interactive game from concept to release, including information on financing and pitching to publishers and investors.
- Techniques for working with the game development team to get effective prototypes and documentation to prove out game concept and mechanics.
- Concrete information on how to plan and execute the different aspects of game production, such as audio, localization, testing, and software ratings.
- Advice from industry experts on managing teams, project management, communicating effectively, and keeping everyone happy.
- Information about working effectively with marketing, PR, and other people that are involved with the publishing and release process.
Product Details
ISBN-13: | 9781138341708 |
---|---|
Publisher: | Taylor & Francis |
Publication date: | 04/27/2020 |
Pages: | 320 |
Product dimensions: | 7.00(w) x 10.00(h) x (d) |
About the Author
Table of Contents
Foreword xv
Preface xvii
Acknowledgments xxi
Author xxiii
Part 1 Overview
Chapter 1 Game Industry Overview 3
1.1 Introduction 3
1.2 Game Development Framework 4
1.3 Financing Options 6
1.3.1 Self-Financing 7
1.3.2 Credit Cards 7
1.3.3 Bank Loans 7
1.3.4 Crowdfunding 8
1.3.5 Investors 11
1.3.5.1 Friends and Family 11
1.3.5.2 Angel Investors 11
1.3.5.3 Venture Capital (VC) 11
1.3.5.4 Accelerators and Incubators 12
1.3.6 Grants 13
1.3.7 Early Access 14
1.3.8 Publishers 15
1.4 Revenue Models 16
1.4.1 One-Time Payment 16
1.4.2 Subscription 17
1.4.3 Downloadable Content (DLC) 17
1.4.4 Free-to-Play 18
1.5 Platforms 18
1.5.1 Personal Computer (PC) 19
1.5.2 Console 19
1.5.3 Mobile 19
1.5.4 Virtual and Augmented Reality 20
1.6 Distribution Options 20
1.6.1 Steam 21
1.6.2 Epic Games Store 21
1.6.3 Third-Party Storefronts 21
1.6.4 Humble Bundle 22
1.6.5 Self-Distribution 22
1.6.6 Boxed Product 22
1.7 Conclusion 23
Chapter 2 Developer and Publisher Overview 25
2.1 Introduction 25
2.2 Function of Developer 26
2.2.1 Art 26
2.2.2 Design 27
2.2.3 Engineering 28
2.2.4 Audio 29
2.2.5 User Experience (UX) 29
2.2.6 Quality Assurance (QA) 30
2.3 Function of Producer 30
2.3.1 Background and Training 31
2.3.2 Career Progression 33
2.3.3 Types of Producers 34
2.4 Function of Publisher 35
2.4.1 Financing 36
2.4.2 Distribution 36
2.4.3 Marketing and Public Relations (PR) 36
2.4.4 Production Support 37
2.4.5 Product Management 37
2.4.6 Live Operations 38
2.4.7 Community Management 38
2.4.8 Customer Support (CS) 38
2.5 Publishing Your Game 38
2.5.1 Self-Publishing 39
2.5.2 Publishing Partner 39
2.5.3 The Publishing Relationship 40
2.6 Conclusion 41
Chapter 3 Legal Overview 43
3.1 Introduction 43
3.2 IP Rights 44
3.2.1 Copyrights 44
3.2.2 Trademarks 45
3.2.3 Patents 46
3.2.4 Trade Secrets 46
3.2.5 Nondisclosure Agreements (NDAs) 46
3.3 Types of Agreements 47
3.3.1 Development Contracts 47
3.3.2 Work-for-Hire Agreements 50
3.3.3 Employment Agreements 51
3.3.4 End User License Agreement (EULA) 51
3.3.5 Terms of Service (TOS) 52
3.4 Working with Licensors 52
3.5 Conclusion 53
Part 2 Creating the Prototype
Chapter 4 Laying the Groundwork 57
4.1 Introduction 57
4.2 What Are the Goals? 58
4.3 Who Are the Stakeholders? 60
4.3.1 Stakeholder Mapping 61
4.3.2 Stakeholder Communication Plan 62
4.4 Third-Party Considerations 64
4.5 Milestones 66
4.5.1 Prototype 67
4.5.2 Vertical Slice 68
4.5.3 Alpha 68
4.5.4 Beta 68
4.5.5 Minimum Viable Product (MVP) 68
4.5.6 Release 69
4.5.7 Post-Release 69
4.5.8 Milestone Plan 70
4.6 Aligning Expectations 70
4.6.1 Approval Process 72
4.6.2 Change Requests 73
4.7 Project Management 75
4.7.1 The Iron Triangle 76
4.7.2 Project Management Professional (PMP) 77
4.7.3 Certified Scrum Master (CSM) 78
4.8 Conclusion 79
Chapter 5 Creating Concept 81
5.1 Introduction 81
5.2 Brainstorming 82
5.3 Initial Concept 84
5.3.1 Goals 84
5.3.2 The Hook 85
5.3.3 Core Game Loop 85
5.3.4 Genre 85
5.3.5 Platform 86
5.3.6 Target Audience 86
5.3.7 Revenue Model 87
5.4 Competitive Analysis 87
5.5 SWOT Analysis 88
5.6 Concept Treatment 90
5.6.1 Player Experience 90
5.6.2 The Three C's 90
5.6.3 Accessibility 91
5.6.4 Setting and Story 92
5.6.5 Concept Art 92
5.6.6 Audio Design 92
5.6.7 Technology 93
5.7 Assessing Risks 93
5.8 Conclusion 94
Chapter 6 Prototyping 95
6.1 Introduction 95
6.2 Why Prototype? 95
6.3 What Are Your Goals? 97
6.4 Who Is the Audience? 99
6.5 Feedback and Iteration 100
6.6 Conclusion 102
Part 3 Establishing Requirements
Chapter 7 Schedule 105
7.1 Introduction 105
7.2 Why Schedules Are Important 106
7.3 Creating a Schedule 107
7.4 Work Breakdown Structures 109
7.5 Estimates 111
7.6 Putting It All Together 114
7.7 Tracking Tasks 118
7.8 Conclusion 119
Chapter 8 Budget 121
8.1 Introduction 121
8.2 Budgets 122
8.2.1 Financial Forecasts 122
8.2.2 Creating a Budget 122
8.3 Cost Breakdowns 123
8.4 Tracking a Budget 126
8.5 Mitigating Budget Overages 127
8.6 Conclusion 128
Chapter 9 Pitching Your Game 129
9.1 Introduction 129
9.2 Your Goals 130
9.2.1 Request for Proposals 131
9.3 Your Audience 132
9.4 Preparing for the Pitch 132
9.4.1 Elevator Pitch 133
9.4.2 Executive Summary 134
9.4.3 Demo 135
9.4.4 Trailer 135
9.4.5 Developer Backgrounds 136
9.4.6 Market Research 136
9.4.7 Production Plan 137
9.5 Making the Pitch 138
9.6 Next Steps 141
9.6.1 Contract Negotiation 141
9.6.2 Vetting Process 142
9.7 Conclusion 143
Part 4 Assembling the Game Team
Chapter 10 Hiring Talent 147
10.1 Introduction 147
10.2 Job Descriptions 148
10.3 Finding Applicants 148
10.3.1 Working with Recruiters 149
10.3.2 Online Job Postings 149
10.3.3 Referrals 149
10.3.4 Job Fairs 150
10.3.5 Interns 150
10.4 Interview Process 150
10.4.1 Screening Resumes 150
10.4.2 Phone Assessment 151
10.4.3 Discipline Tests 152
10.4.4 Face-to-Face Assessment 152
10.4.5 Making an Offer 153
10.5 Onboarding New Employees 153
10.6 Training 154
10.7 Retention 154
10.8 Conclusion 155
Chapter 11 Team Organization 157
11.1 Introduction 157
11.2 Defining Roles and Responsibilities 157
11.3 Picking Leads 158
11.4 Organizing the Team 161
11.5 Strike Teams 161
11.6 Working with Remote Team Members 163
11.7 Conclusion 165
Chapter 12 Managing Your Team 167
12.1 Introduction 167
12.2 Team Leadership 168
12.3 Team Building 169
12.3.1 Establishing Trust 169
12.3.2 Motivation and Buy-In 170
12.3.3 Getting to Know Each Other 171
12.3.4 Establish Norms 172
12.3.5 Cross-Training 173
12.4 Team Communication 174
12.4.1 Written 174
12.4.2 Meetings 174
12.4.3 Seating Arrangements 176
12.4.4 Status Reports 177
12.4.5 Key Project Information 178
12.4.6 Performance Feedback 179
12.4.7 Resolving Conflict 180
12.5 Conclusion 182
Chapter 13 Outsourcing 183
13.1 Introduction 183
13.2 Outsourcing Overview 184
13.3 Pros and Cons of Outsourcing 184
13.4 Working Effectively with Outsourcers 185
13.5 Middleware 187
13.6 Conclusion 188
Part 5 Making the Game
Chapter 14 Executing the Plan 191
14.1 Introduction 191
14.2 Development Pipeline 192
14.3 Documentation 195
14.4 Measuring Progress 197
14.5 Managing Feature Creep 198
14.6 Postmortems 200
14.6.1 Lessons Learned 201
14.7 Build Process and Pipeline 201
14.8 Software Ratings 202
14.9 Conclusion 204
Chapter 15 User Experience (UX), UX: Written in Collaboration with Celia Hodent 205
15.1 Introduction 205
15.2 What Is UX? 206
15.3 Developer Misconceptions about UX 206
15.4 UX Misconceptions about the Development Team 207
15.5 Working Together 208
15.5.1 Establish Trust 209
15.5.2 Find Advocates 209
15.5.3 Start Small 209
15.5.4 Align Goals 210
15.6 UX Process 210
15.6.1 Hypotheses 210
15.6.2 Planning 211
15.6.3 Testing 211
15.6.4 Reporting 212
15.6.5 Iterating 212
15.6.6 Retesting 213
15.7 Conclusion 213
Chapter 16 Audio 215
16.1 Introduction 215
16.2 Voiceover 215
16.2.1 Design 216
16.2.2 Asset Management 217
16.2.3 Script Preparation 218
16.2.4 Voiceover Timeline 219
16.2.5 Choosing a Studio 220
16.2.6 Casting 222
16.2.7 Recording Session 224
16.2.8 Asset Delivery 225
16.3 Music 225
16.3.1 Design 226
16.3.2 Licensed Music 227
16.3.3 Original Music 228
16.3.4 Choosing a Composer 228
16.3.5 Music Timeline 229
16.4 Conclusion 230
Chapter 17 Localization 231
17.1 Introduction 231
17.2 Cultural Awareness 232
17.3 Localization-Friendly Development 233
17.3.1 Text 234
17.3.2 Art 234
17.3.3 Audio 234
17.3.4 Fonts 235
17.3.5 User Interface (UI) 235
17.3.6 Controllers 236
17.3.7 Subtitles 236
17.3.8 Lip-Syncing 236
17.4 Localization Approaches 237
17.5 Localization for China and Korea 237
17.6 Asset Translation 238
17.6.1 Organization 239
17.6.2 Integration 240
17.7 Testing Considerations 242
17.7.1 Linguistic 242
17.7.2 Functionality 242
17.8 Localization Timeline 242
17.9 Conclusion 244
Chapter 18 QA Testing 245
18.1 Introduction 245
18.2 Working with QA 246
18.3 Types of Testing 248
18.4 QA Outsourcing 249
18.5 Creating Test Plans 250
18.6 Reporting and Resolving Bugs 251
18.6.1 Bug Database 252
18.6.2 Bug Definitions 253
18.6.3 Bug Priority and Severity 253
18.6.4 Writing Bug Reports 254
18.6.5 Resolving Bugs 255
18.7 Conclusion 256
Part 6 Launching the Game
Chapter 19 Getting the Word Out 259
19.1 Introduction 259
19.2 Working with Marketing and PR 259
19.2.1 What's Needed 261
19.2.2 Focus Groups 261
19.3 Marketing Assets 262
19.4 PR Events 263
19.5 Conclusion 264
Chapter 20 Releasing to Players 265
20.1 Introduction 265
20.2 Is It Ready? 266
20.3 Release Notes 268
20.4 Monitoring Game Health 268
20.4.1 Customer Support 269
20.4.2 Community Management 270
20.4.3 Metrics and Analytics 270
20.4.4 Releasing Updates 271
20.5 Conclusion 273
Part 7 Appendices
Appendix A Acronyms 277
Appendix B Resources and Tools 279
Appendix C Biographies of Interviewees 285
References 289
Index 291