Self-Help Books from Cengage Learning PTR

Business and Production: A Collection

Business and Production: A Collection

ISBN 13: 9781598638097

ISBN 10: 1598638092

Author: Drew Sikora; John Hattan

Pages: 296

Published: 01/09/2009

Print Book Price: $29.99 Add to cart

Welcome to "Business and Production for Games: A Collection," the first in a series of books published in collaboration with, the online community where game developers worldwide can network and freely exchange information and ideas. Assembled in print for the first time, and comprised of the best game business and production articles that have appeared on over the past decade, this volume features invaluable information and ideas for anyone running or considering running their own game company. You'll learn how to approach your new business venture as a professional, discover how to make the most of limited resources, benefit from expert marketing advice, explore how to develop efficient production processes, and consider the importance of intellectual property, sales, and team leadership. All articles have been updated to comply with the latest technology, and as a bonus, this volume also features exclusive, new content that cannot be found anywhere else. Continuing in their tradition of excellence, "Business and Production for Games: A Collection" captures the best of and is an invaluable resource in your pursuit of game development success.
  • Published in conjunction with, a well-known and respected online game development website and forum.
  • The authors of the articles are leaders in the game development community and considered experts in the industry.
  • Every article has been updated and revised for the current technology.
  • Suitable for students, hobbyists, and professionals alike.
Author Bio
Drew Sikora
Drew Sikora started programming with QBasic back in 1996 as just another means to geek out with his dad’s laptop, but quickly became hooked on creating text-based RPGs and seeking after information to learn more about creating games like the ones he played every day on his PC and Nintendo console. Information back then on game development wasn’t anywhere near readily available like it is now, and he was finally able to vent his frustration of that fact years later when he had accrued enough experience by publishing articles on starting back in 2000, when books were slightly more plentiful on the shelves and the internet was slowly coming together as a means of readily-accessible knowledge. Continuing his quest to imbue others with knowledge, he’s published over one hundred articles, interviews and event coverage pieces, as well as three contributions to Game Design Perspectives. Promoted to Executive Producer of in 2006, he strives to continue the site’s long legacy of community and information sharing. At the same time, he advises the local IGDA chapter he founded back in 2001, speaks at local events, judges the student challenges over at GameInstitute, lurks and moderates on numerous development forums, experiments on small personal game projects under the guise of Blade Edge Software, and coaches gymnastics.
John Hattan
John Hattan has been working steadily in the casual game-space since the TRS-80 days and professionally since 1990. After seeing his small-format games turned down for what turned out to be Tandy's last PC release, he took them independent, eventually releasing them as several discount game-packs through a couple of publishers. The packs are actually still available on store-shelves, although you'll need a keen eye to find them nowadays. He continues to work in the casual game-space as an independent developer, largely working on games in Flash for his website, The Code Zone ( His current scheme is to distribute his games virally on various web-portals and widget platforms. In addition, John writes weekly product reviews and blogs (over ten years old) for from his home office where he lives with his wife and daughter in their home in the woods near Lake Grapevine in Texas.
cover image - Business and Production: A Collection
Table of Contents
Part 1: Business
1. Shareware Amateurs vs. Shareware Professionals;
2. Pitch Your Game: Pitching Tips from a Game Industry Catcher;
3. Open Source and the Gaming Industry;
4. The Four Ps of Marketing;
5. Advertising Your Games;
6. Submitting Your Game to Retailers;
7. How to Ship a Commercial Game Without Quitting Your Day Job;
8. Legal Issues in Game Development;
9. Basic Team Building and Management;
Part 2: Production
10. Lone Wolf Killers;
11. How to Build a Game in a Week from Scratch with No Budget;
12. Critical Path Analysis and Scheduling for Game Development
13. Incremental Development;
14. How to Do Stuff Quickly and Cheaply;
15. What A Portal Wants;
16. Blind Man's Bluff: Moving Toward Fact-Based Metrics for Measuring Project Progress;
17. Game Unified Process (GUP);
18. Managing Digital Assets in Game Development;
19. Introduction to "Modding": Lessons Learned and Best Practices;
20. MMOG Considerations;