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    The Game Business Guidebook: What To Do When Nobody Wants Your Game

    The Game Business Guidebook by Ricchiuti, Diego; Henley, John;

    What To Do When Nobody Wants Your Game

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      • Publisher's listprice GBP 48.99
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        24 793 Ft (23 613 Ft + 5% VAT)
      • Discount 20% (cc. 4 959 Ft off)
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    24 793 Ft

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    Availability

    Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
    Not in stock at Prospero.

    Why don't you give exact delivery time?

    Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.

    Product details:

    • Edition number 1
    • Publisher CRC Press
    • Date of Publication 30 April 2025

    • ISBN 9781032585390
    • Binding Paperback
    • No. of pages254 pages
    • Size 234x156 mm
    • Weight 470 g
    • Language English
    • Illustrations 7 Illustrations, black & white; 3 Halftones, black & white; 4 Line drawings, black & white; 6 Tables, black & white
    • 699

    Categories

    Short description:

    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.

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    Long description:

    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; finding the right type of funds, sending follow-up e-mails, and attending trade shows are just a few of the tools the reader will find in the book.


    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.

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    Table of Contents:

    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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    The Game Business Guidebook: What To Do When Nobody Wants Your Game

    The Game Business Guidebook: What To Do When Nobody Wants Your Game

    Ricchiuti, Diego; Henley, John;

    24 793 HUF

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