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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
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Secrets of the Game Business (Game Development Series)
ISBN: 1584502827
EAN: 2147483647
Year: 2005
Pages: 275
Authors:
Francois Dominic Laramee
BUY ON AMAZON
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PMP Practice Questions Exam Cram 2
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Key #2: Improve Your Processes
Key #4: Base Decisions on Data and Facts
Beyond the Basics: The Five Laws of Lean Six Sigma
Making Improvements That Last: An Illustrated Guide to DMAIC and the Lean Six Sigma Toolkit
Java Concurrency in Practice
Cancellation and Shutdown
Extending ThreadPoolExecutor
Other Liveness Hazards
Building Custom Synchronizers
Disadvantages of Locking
.NET System Management Services
.NET Framework and Windows Management Instrumentation
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Handling WMI Events
Instrumenting .NET Applications with WMI
The WMI Schema
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