Joe Slack
The Board Game Designer's Guide to Getting Published
How to Find the Right Publisher, Know What to Look for in a Contract, and Get Your Board Game Signed
Joe Slack
The Board Game Designer's Guide to Getting Published
How to Find the Right Publisher, Know What to Look for in a Contract, and Get Your Board Game Signed
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Making a great board game and pitching it to publishers are 2 completely different things. If youâ ve got a game that you want to share with the world but donâ t know what to do next, this book will help you navigate through exactly what steps to take.
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Making a great board game and pitching it to publishers are 2 completely different things. If youâ ve got a game that you want to share with the world but donâ t know what to do next, this book will help you navigate through exactly what steps to take.
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Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Produktdetails
- Produktdetails
- Verlag: Taylor & Francis Ltd
- Seitenzahl: 252
- Erscheinungstermin: 22. Februar 2023
- Englisch
- Abmessung: 229mm x 152mm x 14mm
- Gewicht: 292g
- ISBN-13: 9781032369884
- ISBN-10: 1032369884
- Artikelnr.: 64659373
- Verlag: Taylor & Francis Ltd
- Seitenzahl: 252
- Erscheinungstermin: 22. Februar 2023
- Englisch
- Abmessung: 229mm x 152mm x 14mm
- Gewicht: 292g
- ISBN-13: 9781032369884
- ISBN-10: 1032369884
- Artikelnr.: 64659373
Joe Slack is a healthcare data guru turned full-time board game designer and game design instructor. He has now combined his passions for board game design and helping others into one. That means he works with other board game designers to help them get unstuck and create amazing games they can't wait to share with the world. Joe is the #1 best-selling author of The Board Game Designer's Guide and 2 other books on game design. Joe has 4 games published (Zoo Year's Eve, Kingdom's Candy: Monsters, Four Word Thinking, and King of Indecision) and another game he is self-publishing (Relics of Rajavihara). Joe has also taught game design and development at Wilfrid Laurier University (near Toronto, Canada), and currently runs two online game design courses (the Board Game Design Course and the Creation to Publication Program) that he developed himself, along with a membership site for game designers. Go to www.boardgamedesigncourse.com to check out his blog, resources, books, and courses for game designers. You can also see what games he's currently working on at www.crazylikeabox.com.
Acknowledgments. About the Author. Introduction. Section I What You Need to
Do before You Even Think of Pitching Your Game. 1 Making a Great Game. 2
Understanding What Makes Your Game Unique (and the Hook). 3 Thinking about
Your Game as a Product. 4 The Importance of Playtesting. 5 How to Write
Your Rule Book Without Getting a Headache. 6 How and Why You Need to Blind
Playtest Your Game. 7 Should You Pitch to Publishers or Self-Publish?
Section II Everything You Need before You Pitch to Publishers. 8 First,
What You Don't Need. 9 Become Pitch-Perfect (or at Least Pitch-Great). 10
How to Create a Sell Sheet That Will Actually Sell Your Game. 11 How to
Avoid Overdoing Your Overview Video. 12 Putting Together Everything Else
You'll Need. Section III How to Find the Right Publisher. 13 First, Figure
Out Who Is Going to Want Your Game. 14 How to Get Meetings at Conventions
(Cons). 15 How to Wow Publishers at a Speed Dating Event. 16 Going to Cons
Without Going Broke. 17 Reaching Out to Publishers. 18 Why You Need to
Enter Game Design Contests. 19 Other Effective Approaches. Section IV What
Publishers Want. 20 Questions Publishers Ask (and the Answers They Are
Looking for). 21 Advice from Real Publishers. 22 Publisher-Specific Wants
and Needs. Section V Getting Your Foot in the Door with a Publisher So You
Can Get Your First Game Signed. 23 How to Prove to a Publisher That You're
Worthy. 24 When to Send a Prototype and When You Should Never Send One. 25
Setting Expectations. 26 What Do You Do If a Publisher Says No? 27 Peanuts
and Promises-How Board Game Designers Get Paid. Section VI
Contracts-Understanding What's Important to You. 28 Knowing If This Is
Really the Right Publisher for You. 29 What to Look for in Your Contract.
30 How to Avoid Getting Trapped in an Exploitative Contract. 31 Negotiating
for the Best Deal. 32 Congratulations! You've Got Your Game Signed. Now
What? Section VII Stories from the Battlefield. Appendix. References and
Suggested Resources. Thank You!
Do before You Even Think of Pitching Your Game. 1 Making a Great Game. 2
Understanding What Makes Your Game Unique (and the Hook). 3 Thinking about
Your Game as a Product. 4 The Importance of Playtesting. 5 How to Write
Your Rule Book Without Getting a Headache. 6 How and Why You Need to Blind
Playtest Your Game. 7 Should You Pitch to Publishers or Self-Publish?
Section II Everything You Need before You Pitch to Publishers. 8 First,
What You Don't Need. 9 Become Pitch-Perfect (or at Least Pitch-Great). 10
How to Create a Sell Sheet That Will Actually Sell Your Game. 11 How to
Avoid Overdoing Your Overview Video. 12 Putting Together Everything Else
You'll Need. Section III How to Find the Right Publisher. 13 First, Figure
Out Who Is Going to Want Your Game. 14 How to Get Meetings at Conventions
(Cons). 15 How to Wow Publishers at a Speed Dating Event. 16 Going to Cons
Without Going Broke. 17 Reaching Out to Publishers. 18 Why You Need to
Enter Game Design Contests. 19 Other Effective Approaches. Section IV What
Publishers Want. 20 Questions Publishers Ask (and the Answers They Are
Looking for). 21 Advice from Real Publishers. 22 Publisher-Specific Wants
and Needs. Section V Getting Your Foot in the Door with a Publisher So You
Can Get Your First Game Signed. 23 How to Prove to a Publisher That You're
Worthy. 24 When to Send a Prototype and When You Should Never Send One. 25
Setting Expectations. 26 What Do You Do If a Publisher Says No? 27 Peanuts
and Promises-How Board Game Designers Get Paid. Section VI
Contracts-Understanding What's Important to You. 28 Knowing If This Is
Really the Right Publisher for You. 29 What to Look for in Your Contract.
30 How to Avoid Getting Trapped in an Exploitative Contract. 31 Negotiating
for the Best Deal. 32 Congratulations! You've Got Your Game Signed. Now
What? Section VII Stories from the Battlefield. Appendix. References and
Suggested Resources. Thank You!
Acknowledgments. About the Author. Introduction. Section I What You Need to
Do before You Even Think of Pitching Your Game. 1 Making a Great Game. 2
Understanding What Makes Your Game Unique (and the Hook). 3 Thinking about
Your Game as a Product. 4 The Importance of Playtesting. 5 How to Write
Your Rule Book Without Getting a Headache. 6 How and Why You Need to Blind
Playtest Your Game. 7 Should You Pitch to Publishers or Self-Publish?
Section II Everything You Need before You Pitch to Publishers. 8 First,
What You Don't Need. 9 Become Pitch-Perfect (or at Least Pitch-Great). 10
How to Create a Sell Sheet That Will Actually Sell Your Game. 11 How to
Avoid Overdoing Your Overview Video. 12 Putting Together Everything Else
You'll Need. Section III How to Find the Right Publisher. 13 First, Figure
Out Who Is Going to Want Your Game. 14 How to Get Meetings at Conventions
(Cons). 15 How to Wow Publishers at a Speed Dating Event. 16 Going to Cons
Without Going Broke. 17 Reaching Out to Publishers. 18 Why You Need to
Enter Game Design Contests. 19 Other Effective Approaches. Section IV What
Publishers Want. 20 Questions Publishers Ask (and the Answers They Are
Looking for). 21 Advice from Real Publishers. 22 Publisher-Specific Wants
and Needs. Section V Getting Your Foot in the Door with a Publisher So You
Can Get Your First Game Signed. 23 How to Prove to a Publisher That You're
Worthy. 24 When to Send a Prototype and When You Should Never Send One. 25
Setting Expectations. 26 What Do You Do If a Publisher Says No? 27 Peanuts
and Promises-How Board Game Designers Get Paid. Section VI
Contracts-Understanding What's Important to You. 28 Knowing If This Is
Really the Right Publisher for You. 29 What to Look for in Your Contract.
30 How to Avoid Getting Trapped in an Exploitative Contract. 31 Negotiating
for the Best Deal. 32 Congratulations! You've Got Your Game Signed. Now
What? Section VII Stories from the Battlefield. Appendix. References and
Suggested Resources. Thank You!
Do before You Even Think of Pitching Your Game. 1 Making a Great Game. 2
Understanding What Makes Your Game Unique (and the Hook). 3 Thinking about
Your Game as a Product. 4 The Importance of Playtesting. 5 How to Write
Your Rule Book Without Getting a Headache. 6 How and Why You Need to Blind
Playtest Your Game. 7 Should You Pitch to Publishers or Self-Publish?
Section II Everything You Need before You Pitch to Publishers. 8 First,
What You Don't Need. 9 Become Pitch-Perfect (or at Least Pitch-Great). 10
How to Create a Sell Sheet That Will Actually Sell Your Game. 11 How to
Avoid Overdoing Your Overview Video. 12 Putting Together Everything Else
You'll Need. Section III How to Find the Right Publisher. 13 First, Figure
Out Who Is Going to Want Your Game. 14 How to Get Meetings at Conventions
(Cons). 15 How to Wow Publishers at a Speed Dating Event. 16 Going to Cons
Without Going Broke. 17 Reaching Out to Publishers. 18 Why You Need to
Enter Game Design Contests. 19 Other Effective Approaches. Section IV What
Publishers Want. 20 Questions Publishers Ask (and the Answers They Are
Looking for). 21 Advice from Real Publishers. 22 Publisher-Specific Wants
and Needs. Section V Getting Your Foot in the Door with a Publisher So You
Can Get Your First Game Signed. 23 How to Prove to a Publisher That You're
Worthy. 24 When to Send a Prototype and When You Should Never Send One. 25
Setting Expectations. 26 What Do You Do If a Publisher Says No? 27 Peanuts
and Promises-How Board Game Designers Get Paid. Section VI
Contracts-Understanding What's Important to You. 28 Knowing If This Is
Really the Right Publisher for You. 29 What to Look for in Your Contract.
30 How to Avoid Getting Trapped in an Exploitative Contract. 31 Negotiating
for the Best Deal. 32 Congratulations! You've Got Your Game Signed. Now
What? Section VII Stories from the Battlefield. Appendix. References and
Suggested Resources. Thank You!