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OverviewFull Product DetailsAuthor: Diego Ricchiuti , John HenleyPublisher: Taylor & Francis Ltd Imprint: CRC Press Weight: 0.630kg ISBN: 9781032585376ISBN 10: 1032585374 Pages: 234 Publication Date: 29 April 2025 Audience: Professional and scholarly , Professional & Vocational Format: Hardback Publisher's Status: Active Availability: In Print This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us. Table of ContentsSection 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 GameReviewsAuthor InformationDiego 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. Tab Content 6Author Website:Countries AvailableAll regions |
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