- Table of Contents
- Table of Contents
- BackCover
- Secrets of the Game Business
- Preface
- Players and Developers Around the World
- The Major Issues Facing the Industry
- Conclusion
- References
- Section 1: Publishers and Developers
- Chapter 1.0: Introduction
- Chapter 1.1: The Top Ten Misconceptions New Game Developers Have About Publishers
- 1: You Can Get a Publishing Deal on a Design Doc Alone
- 2: Publishers Are Your Biggest Fans
- 3: The Game Stands On Its Own
- 4: Any Deal Is a Good Deal
- 5: Publishers Negotiate through E-Mail
- 6: Your Publisher Will Create a Schedule for Your Game
- 7: Make a Good Pitch to the Right Person and You re Good to Go
- 8: All Publishers Are the Same
- 9: Platform Doesn t Matter
- 10: Publishers Are the Enemy
- Conclusion
- References
- Chapter 1.2: The Role of Each Entity in Game Publishing
- Game Developers
- Publishers
- Platform Holders
- Retail
- Conclusion
- Chapter 1.3: How Developers Get Paid: The Retail Market for Games
- Monetary Aspects of Development Contracts
- Retail Statistics
- Selling to Retailers
- On the Shelves
- When Do Royalty Checks Arrive?
- Conclusion
- References
- Chapter 1.4: A Publishing Project: From Concept to Launch and Beyond
- Selecting a Project
- Guiding Development
- Preparing for Launch
- Beyond the Launch Campaign
- Conclusion
- References
- Chapter 1.5: The Producer, Friend or Foe?
- Step 1: Establish a Relationship with Your Producer
- Step 2: Plan for Checks and Balances
- Step 3: Know Your Producer
- The Production Hierarchy
- The Five Types of Producers
- Case Studies
- A Producer s Day
- Conclusion
- Chapter 1.6: The European Challenge in Videogame Software: The French Touch and the Britsoft Paradox
- The European Challenge
- Leading French Companies
- Leading British Companies
- The French Touch?
- The Britsoft Paradox?
- The Role of National Stock Markets
- Conclusion
- References
- Section 2: Game Development Startups
- Chapter 2.0: Introduction
- Chapter 2.1: Development Misery and How to Avoid It
- Doing It Yourself
- Knowledge Is Power
- The Golden Rule of Management
- Interfaces
- Reputations: Part 1
- Reputations: Part 2
- Covering Your Assets
- Top Three Ways to Get It Wrong
- Conclusion
- Chapter 2.2: Writing a Business Plan for a Game Development Startup
- The Many Purposes of the Business Plan
- The Business Plan s Contents
- The Market, and How You Fit into It
- Your Company





