Risk Management for Video Game Professionals
Navigating Uncertainty in Game Development
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Product details:
- Edition number 1
- Publisher CRC Press
- Date of Publication 22 January 2026
- ISBN 9781041085805
- Binding Hardback
- No. of pages410 pages
- Size 254x178 mm
- Language English
- Illustrations 57 Tables, black & white 700
Categories
Short description:
Game development is a high-stakes, high-pressure world where failure often feels inevitable, and success relies on navigating uncertainty. This book gives developers, producers, and leaders the tools to manage risk proactively - before it becomes crisis.
MoreLong description:
Game development is a high-stakes, high-pressure world where failure often feels inevitable, and success relies on navigating uncertainty. This book gives developers, producers and leaders the tools to manage risk proactively – before it becomes crisis.
Grounded in 30 years of cross-industry experience and enriched by real-world case studies, this book offers a comprehensive, practical framework for identifying, analysing and mitigating risk across all stages of development: from indie prototyping to AAA multi-studio pipelines. It covers operational, creative, technical and strategic risks, and maps them to game lifecycle stages with clarity and precision.
The book is built for the realities of production, and each chapter is paired with actionable templates, toolkits and conversational techniques designed to help teams spot early warning signs, make better decisions and build more resilient cultures.
Whether you are leading a team through a live ops crunch, juggling dependencies across time zones or simply trying to avoid the traps that derail so many good games, this book will help you ask better questions, have the right conversations and treat risk as a creative ally. Become a Risk Management Champion!
MoreTable of Contents:
Chapter 1 – Overview, Part I - Foundations of Risk in Game Development, Chapter 2 – What Risk Looks Like in Game Development, Chapter 3 – Foundations of Risk Management, Chapter 4 – Risk Landscape: Trends Reshaping the Games Industry, Part II - The Six Stages of Implementing Risk Management, Chapter 5 – Step One: Identify Risks, Chapter 6 – Step Two: Analyse and Assess Risks, Chapter 7 – Step Three: Mitigation Strategies, Chapter 8 – Step Four: Implement and Track Actions, Chapter 9 – Step Five: Monitor and Review Risks, Chapter 10 – Step Six: Communicate and Report Risks, Chapter 11 – Risk Registers in Practice, Chapter 12 – Fostering a Proactive Risk Culture, Chapter 13 – Implementing Crisis Management Strategies, Chapter 14 – Three Levels – Project, Program & Portfolio, Part III - Game Development Risks, Chapter 15 – Technical Risks, Chapter 16 – Design and Art Risks in Game Development, Chapter 17 – Operational Risks, Chapter 18 – Financial, Legal, Regulatory & Compliance Risks, Chapter 19 – Marketing & Audience Risks, Chapter 20 – Strategic Risks, Chapter 21 – Reputational and Public Trust Risks, Chapter 22 – Collaboration & Partnership Risks in Game Development, Chapter 23 – Communication Gaps Risks, Chapter 24 – Staffing Risks, Chapter 25 – Agile, Lean, and Kanban Risk Management, Chapter 26 – Governance Risks and Organisational Debt, Part IV - Major Risks in the Common Stages of Game Development, Chapter 27 – Concept Stage Risks in Game Development, Chapter 28 – Major Risks in the Pre-Production Stage of Game Development, Chapter 29 – Major Risks in the Production Stage of Game Development, Chapter 30 – Alpha Stage Risks in Game Development, Chapter 31 – Major Risks in the Beta Stage of Game Development, Chapter 32 – Major Risks in the Release Stage of Game Development, Chapter 33 – Major Risks in the Post-Release Stage of Game Development, Part V - Special Topics and Emerging Risk Frontiers, Chapter 34 – Live Ops & Content Pipeline Risks, Chapter 35 – Unique Risks in Mobile Game Development, Chapter 36 – The Missing Discipline: Product Management for Risk Reduction, Chapter 37 – Risk Reduction Through User Testing & Embedded QA, Chapter 38 – Player Community & Social Media Risks, Chapter 39 – Security and Data Privacy in Games, Chapter 40 – Risk Realities Across Studio Models, Part VI - Tools & Resources, Chapter 41 – Evidence-Based Tools for Risk Management in Games, Chapter 42 – Premortem Workshop Kit – Risk Management Template, Chapter 43 – Anti-Pattern Risk Deck, Chapter 44 – Prototype Kill-Gate Funnel – Risk Management Template, Chapter 45 – LiveOps Exit Tree – Risk Management Template, Chapter 46 – Technical Debt Tracker – Risk Management Template, Chapter 47 – Wrapping Up the Risk Management Journey
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