Table Of ContentPart 1 Overview Chapter 1: Game Industry Overview 3 Chapter 2: Developer and Publisher Overview 25 Chapter 3: Legal Overview 43 Part 2 Creating the Prototype Chapter 4: Laying the Groundwork 57 Chapter 5: Creating Concept 81 Chapter 6: Prototyping 95 Part 3 Establishing Requirements Chapter 7: Schedule 105 Chapter 8: Budget 121 Chapter 9: Pitching Your Game 129 Part 4 Assembling the Game Team Chapter 10: Hiring Talent . 147 Chapter 11: Team Organization . 157 Chapter 12: Managing Your Team . 167 Chapter 13: Outsourcing . 183 Part 5 Making the Game Chapter 14: Executing the Plan . 191 Chapter 15: User Experience (UX), UX: Written in Collaboration with Celia Hodent . 205 Chapter 16: Audio 215 Chapter 17: Localization 231 Chapter 18: QA Testing . 245 Part 6 Launching the Game Chapter 19: Getting the Word Out 259 Chapter 20: Releasing to Players . 265 Part 7 Appendices
SynopsisThis book will take a practical approach to game production and provide tangible techniques, processes, and templates on how to structure a game development pipeline that works for your game and development team. The book will walk readers through each phase of game production and provide real world examples to reinforce the information presented., This book will take a practical approach to game production and provide tangible techniques, processes, and templates on how to structure a game development pipeline that works for your game and development team. The book will walk readers through each phase of game production (prototyping, production, release, updates) and provide real world examples to reinforce the information presented. Professional game developers will be interviewed to provide insider knowledge of what works and what doesn't work in game development. A fictitious project will be used as an example throughout the book to fully illustrate the production cycle and other production concepts that are presented. Key Features General game production information in a single reference. It will cover the how to get a game from concept to release. Including information on financing and pitching your game. Concrete information on how to plan and execute the different aspects of game production, audio, working with outsourcing, creating and executing on feature roadmaps. Advice from industry experts on managing teams, tracking schedules, communicating effectively, and keeping everyone happy. Information about working effectively with marketing, PR, and other people that are external to the development team (including play test and focus groups). Working with the game development team to get effective prototypes and documentation to prove out game concept and mechanics., The Game Production Toolbox focuses on the nuts and bolts of producing interactive content and how you can organize and support the creative, technical, and business efforts that are all part of interactive game development. This book isn't going to tell you how to design a game or what technologies to use. Instead it provides techniques for and insights into managing, from concept to release, all the pieces that must come together in order to get a game into the hands of a player. 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.