The Game Production Toolbox


PrefaceAcknowledgmentsAuthorOverviewGame Industry OverviewIntroductionGame Development FrameworkFinancing OptionsSelf-FinancingCredit CardsBank LoansCrowdfundingInvestorsFriends and FamilyAngel InvestorsVenture Capital (VC)Accelerators and IncubatorsGrantsEarly AccessPublishersRevenue ModelsOne-Time PaymentSubscriptionDownloadable Content (DLC)Free-to-PlayPlatformsPersonal Computer (PC)ConsoleMobileVirtual and Augmented RealityDistribution OptionsSteamEpic Games StoreThird-Party StorefrontsHumble BundleSelf-DistributionBoxed ProductConclusionDeveloper and Publisher OverviewIntroductionFunction of DeveloperArtDesignEngineeringAudioUser Experience (UX)Quality Assurance (QA)Function of ProducerBackground and TrainingCareer ProgressionTypes of ProducersFunction of PublisherFinancingDistributionMarketing and Public Relations (PR)Production SupportProduct ManagementLive OperationsCommunity ManagementCustomer Support (CS)Publishing Your GameSelf-PublishingPublishing PartnerThe Publishing RelationshipConclusionLegal OverviewIntroductionIP RightsCopyrightsTrademarksPatentsTrade SecretsNondisclosure Agreements (NDAs)Types of AgreementsDevelopment ContractsWork-for-Hire AgreementsEmployment AgreementsEnd User License Agreement (EULA)Terms of Service (TOS)Working with LicensorsConclusionCreating the PrototypeLaying the GroundworkIntroductionWhat Are the Goals?Who Are the Stakeholders?Stakeholder MappingStakeholder Communication PlanThird-Party ConsiderationsMilestonesPrototypeVertical SliceAlphaBetaMinimum Viable Product (MVP)ReleasePost-ReleaseMilestone PlanAligning ExpectationsApproval ProcessChange RequestsProject ManagementThe Iron TriangleProject Management Professional (PMP)Certified Scrum Master (CSM)ConclusionCreating ConceptIntroductionBrainstormingInitial ConceptGoalsThe HookCore Game LoopGenrePlatformTarget AudienceRevenue ModelCompetitive AnalysisSWOT AnalysisConcept TreatmentPlayer ExperienceThe Three C’sAccessibilitySetting and StoryConcept ArtAudio DesignTechnologyAssessing RisksConclusionPrototypingIntroductionWhy Prototype?What Are Your Goals?Who Is the Audience?Feedback and IterationConclusionEstablishing requirementsScheduleIntroductionWhy Schedules Are ImportantCreating a ScheduleWork Breakdown StructuresEstimatesPutting It All TogetherTracking TasksConclusionBudgetIntroductionBudgetsFinancial ForecastsCreating a BudgetCost BreakdownsT racking a BudgetMitigating Budget OveragesConclusionPitching Your GameIntroductionYour GoalsRequest for ProposalsYour AudiencePreparing for the PitchElevator PitchExecutive SummaryDemoTrailerDeveloper BackgroundsMarket ResearchProduction PlanMaking the PitchNext StepsContract NegotiationVetting ProcessConclusionAssembling the Game teamHiring TalentIntroductionJob DescriptionsFinding ApplicantsWorking with RecruitersOnline Job PostingsReferralsJob FairsInternsInterview ProcessScreening ResumesPhone AssessmentDiscipline TestsFace-to-Face AssessmentMaking an OfferOnboarding New EmployeesTrainingRetentionConclusionTeam OrganizationIntroductionDefining Roles and ResponsibilitiesPicking LeadsOrganizing the TeamStrike TeamsWorking with Remote Team MembersConclusionManaging Your TeamIntroductionTeam LeadershipTeam BuildingEstablishing TrustMotivation and Buy-InGetting to Know Each OtherEstablish NormsCross-TrainingTeam CommunicationWrittenMeetingsSeating ArrangementsStatus ReportsKey Project InformationPerformance FeedbackResolving ConflictConclusionOutsourcingIntroductionOutsourcing OverviewPros and Cons of OutsourcingWorking Effectively with OutsourcersMiddlewareConclusionMaking the GameExecuting the PlanIntroductionDevelopment PipelineDocumentationMeasuring ProgressManaging Feature CreepPostmortemsLessons LearnedBuild Process and PipelineSoftware RatingsConclusionUser Experience (UX), UX: Written in Collaboration with Celia HodentIntroductionWhat Is UX?Developer Misconceptions about UXUX Misconceptions about the Development TeamWorking TogetherEstablish TrustFind AdvocatesStart SmallAlign GoalsUX ProcessHypothesesPlanningTestingReportingIteratingRetestingConclusionAudioIntroductionVoiceoverDesignAsset ManagementScript PreparationVoiceover TimelineChoosing a StudioCastingRecording SessionAsset DeliveryMusicDesignLicensed MusicOriginal MusicChoosing a ComposerMusic TimelineConclusionLocalizationIntroductionCultural AwarenessLocalization-Friendly DevelopmentTextArtAudioFontsUser Interface (UI)ControllersSubtitlesLip-SyncingLocalization ApproachesLocalization for China and KoreaAsset TranslationOrganizationIntegrationTesting ConsiderationsLinguisticFunctionalityLocalization TimelineConclusionQA TestingIntroductionWorking with QATypes of TestingQA OutsourcingCreating Test PlansReporting and Resolving BugsBug DatabaseBug DefinitionsBug Priority and SeverityWriting Bug ReportsResolving BugsConclusionLaunching the GameGetting the Word OutIntroductionWorking with Marketing and PRWhat’s NeededFocus GroupsMarketing AssetsPreventsConclusionReleasing to PlayersIntroductionIs It Ready?Release NotesMonitoring Game HealthCustomer SupportCommunity ManagementMetrics and AnalyticsReleasing UpdatesConclusionAppendicesAppendix A: AcronymsAppendix B: Resources and ToolsAppendix C: Biographies of IntervieweesIndex
 
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