Alex Josef, Alex Van Lepp, Marshal D. Carper
The Business of Indie Games
Everything You Need to Know to Conquer the Indie Games Industry
Alex Josef, Alex Van Lepp, Marshal D. Carper
The Business of Indie Games
Everything You Need to Know to Conquer the Indie Games Industry
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The Business of Indie Games explores what many universities forget to cover; how to sell and market your own indie game to potential publishers and developers.
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The Business of Indie Games explores what many universities forget to cover; how to sell and market your own indie game to potential publishers and developers.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Produktdetails
- Produktdetails
- Verlag: Taylor & Francis Ltd
- Seitenzahl: 290
- Erscheinungstermin: 4. Mai 2022
- Englisch
- Abmessung: 235mm x 191mm x 16mm
- Gewicht: 582g
- ISBN-13: 9781032104218
- ISBN-10: 103210421X
- Artikelnr.: 63086699
- Verlag: Taylor & Francis Ltd
- Seitenzahl: 290
- Erscheinungstermin: 4. Mai 2022
- Englisch
- Abmessung: 235mm x 191mm x 16mm
- Gewicht: 582g
- ISBN-13: 9781032104218
- ISBN-10: 103210421X
- Artikelnr.: 63086699
Alex Josef and Alex Van Lepp Collectively, Alex Josef and Alex Van Lepp bring more than 40 years of industry experience to their work as video game educators. As the founders of VIM Global, a video game PR agency, they have worked with clients ranging from solo indie developers, notable indie publishers, and AAA studios to bring their games to market. Some of those games include: * Super Mario Galaxy 2 * Guacamelee! And Guacamelee! 2 * Super Mega Baseball 1, 2, and 3 * Surgeon Simulator 2 * Portal: Bridge Constructor * The Flame in the Flood * The Saints Row Series * Darksiders II * Human Fall Flat * Runbow * Metal Gear Solid Series (select titles) * Diablo II * Silent Hill As the founders of Graffiti Games, they have published more than a dozen indie games, which means that they manage the careful balance of serving our investors, coaching indie developers through the development and release of their games, and then interface directly with major gaming platforms like Steam, Nintendo, GOG, Epic, and Stadia to negotiate deals and placement. Some of the releases from Graffiti include: * Turnip Boy Commits Tax Evasion * Blue Fire * Cyber Hook * The King's Bird * Mable and the Wood * Joggernauts * Double Cross * Trident's Wake * REZ PLZ * Adventures of Chris * Bite the Bullet Marshal Carper Marshal's first step into the creative world was at 19: He wrote for the Nintendo DS RPG, The Black Sigil. Today he is a career marketer and the author of more than 15 books. With his work spanning journalism, video games, combat sports, and a variety of client industries, he brings a nuanced perspective formed over years of working with innovative creators at the top of their fields. From launching indie games to helping a nonprofit like No Kid Hungry collaborate with Wizards of the Coast and GIANTS Software, his work has touched many corners of the games industry. Either as the founder of the marketing agency Carper Creative or in the trenches as part of a development team, a few notable clients include: * Zen Studios * Mega Cat Studios * Graffiti Games * Playtra Studios * Studio Archcraft * Synersteel Studios * No Kid Hungry * Project Pinball * hedgehog lab
About the Authors. Introduction. PART 1 How the Indie Video Game Industry
Works. 1 Developers and How They Fit into the Games Industry Ecosystem. 2
The Power of Platforms and Stakeholders. 3 The Art of Video Game Revenue. 4
The Secret Economy of Steam Wishlists. PART 2 Pre-Development Choices. 5
Project Types and Project Goals. 6 Genre and Market Evaluation. 7 Scope and
Engine Choices. 8 Timelines, Budgets, and Project Management. PART 3
Pitches and Publishing Deals. 9 Pitch Deck Perfection. 10 How to Negotiate
with a Publisher. PART 4 The Road to Release. 11 Quality Assurance. 12
Translation, Localization, and Porting. 13 Marketing from Zero. PART 5
Post-Release. 14 What about Second Launch? 15 The Next Game. References.
Index.
Works. 1 Developers and How They Fit into the Games Industry Ecosystem. 2
The Power of Platforms and Stakeholders. 3 The Art of Video Game Revenue. 4
The Secret Economy of Steam Wishlists. PART 2 Pre-Development Choices. 5
Project Types and Project Goals. 6 Genre and Market Evaluation. 7 Scope and
Engine Choices. 8 Timelines, Budgets, and Project Management. PART 3
Pitches and Publishing Deals. 9 Pitch Deck Perfection. 10 How to Negotiate
with a Publisher. PART 4 The Road to Release. 11 Quality Assurance. 12
Translation, Localization, and Porting. 13 Marketing from Zero. PART 5
Post-Release. 14 What about Second Launch? 15 The Next Game. References.
Index.
About the Authors. Introduction. PART 1 How the Indie Video Game Industry
Works. 1 Developers and How They Fit into the Games Industry Ecosystem. 2
The Power of Platforms and Stakeholders. 3 The Art of Video Game Revenue. 4
The Secret Economy of Steam Wishlists. PART 2 Pre-Development Choices. 5
Project Types and Project Goals. 6 Genre and Market Evaluation. 7 Scope and
Engine Choices. 8 Timelines, Budgets, and Project Management. PART 3
Pitches and Publishing Deals. 9 Pitch Deck Perfection. 10 How to Negotiate
with a Publisher. PART 4 The Road to Release. 11 Quality Assurance. 12
Translation, Localization, and Porting. 13 Marketing from Zero. PART 5
Post-Release. 14 What about Second Launch? 15 The Next Game. References.
Index.
Works. 1 Developers and How They Fit into the Games Industry Ecosystem. 2
The Power of Platforms and Stakeholders. 3 The Art of Video Game Revenue. 4
The Secret Economy of Steam Wishlists. PART 2 Pre-Development Choices. 5
Project Types and Project Goals. 6 Genre and Market Evaluation. 7 Scope and
Engine Choices. 8 Timelines, Budgets, and Project Management. PART 3
Pitches and Publishing Deals. 9 Pitch Deck Perfection. 10 How to Negotiate
with a Publisher. PART 4 The Road to Release. 11 Quality Assurance. 12
Translation, Localization, and Porting. 13 Marketing from Zero. PART 5
Post-Release. 14 What about Second Launch? 15 The Next Game. References.
Index.