
The Game Business Guidebook
What To Do When Nobody Wants Your Game
CRC Press
1st Edition
Published on 29. April 2025
Book
Hardback
234 pages
978-1-032-58537-6 (ISBN)
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.
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.
More details
Language
English
Place of publication
London
United Kingdom
Publishing group
Taylor & Francis Ltd
Target group
Professional and scholarly
Professional Practice & Development
Illustrations
7 s/w Abbildungen, 3 s/w Photographien bzw. Rasterbilder, 4 s/w Zeichnungen, 6 s/w Tabellen
6 Tables, black and white; 4 Line drawings, black and white; 3 Halftones, black and white; 7 Illustrations, black and white
Dimensions
Height: 240 mm
Width: 161 mm
Thickness: 18 mm
Weight
549 gr
ISBN-13
978-1-032-58537-6 (9781032585376)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Other editions
Additional editions

E-Book
04/2025
1st Edition
CRC Press
€68.49
Available for download

E-Book
04/2025
1st Edition
CRC Press
€68.49
Available for download

Book
04/2025
1st Edition
CRC Press
€74.50
Shipment within 10-20 days
Persons
Diego Ricchiuti is currently the lead designer at Caracal Games, the course leader of the Game Design Degree at AIV in Rome and Milan, and an independent consultant in game design and creative direction.
John Henley is an international partner relations and business development executive with 15 years of experience initiating and building long-term developer, publisher, and platform partnerships in video games.
John Henley is an international partner relations and business development executive with 15 years of experience initiating and building long-term developer, publisher, and platform partnerships in video games.
Content
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