Flylib.com
List of Case Studies
Previous page
Table of content
Next page
Chapter 1.3: How Developers Get Paid: The Retail Market for Games
Case Study 1.3.1: Self-Publishing
Case Study 1.3.2: Royalties versus Guarantees
Chapter 1.4: A Publishing Project: From Concept to Launch and Beyond
Case Study 1.4.1: Estimating a Project's Profitability
Case Study 1.4.2: How a Publisher Selects a Team for Contract Development
Case Study 1.4.3: Self-Publishing (Continued)
Case Study 1.4.4: A Publisher Profile
Chapter 2.1: Development Misery and How to Avoid It
Case Study 2.1.1: A Brief History of MS-DOS
Chapter 2.2: Writing a Business Plan for a Game Development Startup
Case Study 2.2.1: Modulating the Business Plan
Case Study 2.2.2: Creative Risk Management
Case Study 2.2.3: Minimizing the Cost of Money
Chapter 2.6: Wireless Business Models
Case Study 2.6.1: Pinpoint Networks Inc.
Case Study 2.6.2: Pixo
Case Study 2.6.3: WirelessDeveloper
Chapter 2.8: Creating a Successful Freelance Game Development Business
Case Study 2.8.1: Financial Planning
Case Study 2.8.2: Mark Barrett, Prairie Arts
Chapter 3.1: Public Relations: Making the Most of the Gaming Press
Case Study 3.1.1: Game Reviewer Perks and Playola
Case Study 3.1.2: A Sample Press Release
Chapter 3.2: Securing a Development Contract: The Art of Pitching
Case Study 3.2.1: Team 17
Case Study 3.2.2: Acclaim
Chapter 3.5: Pros and Cons of Worldwide and Country-by-Country Deals
Case Study 3.5.1: Evaluating Intellectual Property
Case Study 3.5.2: What to Include in a Package to a Worldwide Publisher
Case Study 3.6.3: What to Include in a Package to a Country-by Country Publisher
Chapter 4.3: Customer Support in Massively Multiplayer Online Games
Case Study 4.3.1: Planning Customer Service
Case Study 4.3.2: Customer Service Policies
Case Study 4.3.3: Volunteers, Games, and the Law
Case Study 4.3.4: Comparison of Games and Support Models
Case Study 4.3.5: Staffing a Volunteer Program
Case Study 4.3.6: Rewarding Customer Service Staff
Chapter 4.4: Offshore Game Development Outsourcing
Case Study 4.4.1: The Provider's Side
Case Study 4.4.2: The Client's Side
Chapter 4.6: Leadership: The Making of Effective and Happy Teams
Case Study 4.6.1: Real-life Team Leader Tales of and Tips for Success
Chapter 4.7: Quality Assurance: Bug Tracking and Test Cases
Case Study 4.7.1: How to Report Bugs
Previous page
Table of content
Next page
Secrets of the Game Business (Game Development Series)
ISBN: 1584502827
EAN: 2147483647
Year: 2005
Pages: 275
Authors:
Francois Dominic Laramee
BUY ON AMAZON
Interprocess Communications in Linux: The Nooks and Crannies
Signal and Signal Management Calls
Introduction
Executing Remote Commands at a System Level
Introduction
D.3. Generating Profile Data
Absolute Beginner[ap]s Guide to Project Management
Principles of an Effective Budget
Controlling a Project
Managing Project Quality
Typical Quality-Related Challenges
Ten Key Principles
Oracle Developer Forms Techniques
Ordering by Foreign Key Items in Forms
Deficiencies in Forms Error-Message Handling
Preventing Validation of WHEN-VALIDATE-ITEM for Control Items During Query Time
Oracle 8 and 8i Features in Forms Developer
Techniques for Querying and Updating New Data Sources in Forms Based on Objects
Adobe After Effects 7.0 Studio Techniques
The 7.0 Workflow
Making the Most of the UI
Keyframes and The Graph Editor
Putting Masks in Motion
Pyrotechnics: Fire, Explosions, Energy Phenomena
Excel Scientific and Engineering Cookbook (Cookbooks (OReilly))
Converting Units
Plotting Frequency Distributions
Solving Nonlinear Equations Iteratively
Integrating a Definite Integral
Leveraging Excel to Directly Solve Finite Difference Equations
Cisco Voice Gateways and Gatekeepers
Design Considerations
Basic Configuration
flylib.com © 2008-2017.
If you may any questions please contact us: flylib@qtcs.net
Privacy policy
This website uses cookies. Click
here
to find out more.
Accept cookies