European Parliament Library

The business of indie games, everything you need to know to conquer the indie games industry, Alex Josef

"Many early efforts in higher education are variations of traditional computer science curriculums, so while students might be learning how to make games in the classroom, they are learning very little about the business of games. That means they are not equipped to talk to investors, negotiate with publishers, and engage with major platforms like Steam and Nintendo--all of which are mandatory skills for modern indie developers. The future of gaming curriculums is not just teaching students how to create games, but in preparing them for the business of games"--, Provided by publisher
Table Of Contents
Cover -- Half Title -- Title Page -- Copyright Page -- Dedication -- TABLE OF CONTENTS -- About the Authors -- Introduction -- PART 1: How the Indie Video Game Industry Works -- 1. Developers and How They Fit into the Games Industry Ecosystem -- The Broad Definition of "Indie" Developers -- The Money People: Investors and Publishers -- How Investors Work -- How Publishers Work -- Self-Publishing and Crowdfunding -- How Money People Keep Making Money -- 2. The Power of Platforms and Stakeholders -- Primary Platforms -- Miscellaneous Secondary Platforms -- Orbiting Stakeholders -- The Indie Mindset for Platforms and Stakeholders -- 3. The Art of Video Game Revenue -- Game Sales -- Minimum Guarantees -- Subscriptions: Games as a Service -- Physical Releases -- Soundtracks -- Merchandising -- Licensing Deals -- Bundle Sales -- Secondary Platform Sales -- Revenue Recap -- 4. The Secret Economy of Steam Wishlists -- Wishlists as a Crystal Ball for Future Sales -- Wishlists as Currency -- Wishlists and the Steam Algorithm -- Are Steam Follows the Next Critical Metric? -- Revenue, Wishlists, and Beyond -- PART 2: Pre-Development Choices -- 5. Project Types and Project Goals -- Pre-Development Overview -- How to Use This Section for True Pre-Development -- How to Use This Section for Retroactive Pre-Development -- Project Types and Project Goals -- Hobby Game Projects -- Self-Published Projects -- Traditional Publishing -- Crowdfunded Projects -- A "Living" Document -- 6. Genre and Market Evaluation -- Predicting Sales Success -- The Ins and Outs of Sales Data -- Trends and Traps -- Stepping Back for the Big Picture -- 7. Scope and Engine Choices -- Assessing Scope by Genre -- Assessing Scope by Assets and Length -- Scope Exercise 1: Reverse Engineer an Existing Game -- Scope Exercise 2: Prototype -- Scope Exercise 3: Ask Another Developer
Literary Form
non fiction
First Edition.
Physical Description
1 online resource (289 pages)
Specific Material Designation
Form Of Item


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