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How To Publish A Game

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Quick Overview

Personal Copy

This version is just for you. If you want to share it with your colleagues, buy a company version. That way, you’ll feel virtuous that in this world of pirates, YOU, at least, are paying a content creator for his sweat, toil, tears and blood.
Digital Only £99 ($156)
Bound Copy £149 ($234)
Digital and Bound Copy £149 ($234)

Company Copy

Do you work for a company that is dependent on copyright? One that is anti-piracy? One that believes in giving content creators their due rewards?Great. Buy the company licence. Then you can share How to Publish a Game with anyone in your company. It’s totally legit (none of that nasty “I’m stealing” feeling) and you’ll feel good about yourself.
Digital Only £199 ($313)
Digital and 1 Bound Copy £249 ($392)

Practical advice to make you money

200 pages jam-packed pages of examples, illustrations and how-to guides.

  • Understand the roles of marketing, finance, sales and distribution in games publishing
  • How to use “free” to get users and make money
  • How to outsource games publishing roles effectively
  • Discover how to drive players to your games – and how to keep them

Testimonials

“How to Publish a Game is THE book to buy (and read) if you are planning to go indie and produce your own games empire. This comprehensive playbook covers everything you’ll need to know, from funding sources, to platforms, to marketing, to business models and more.”

- Sean Kirkegaard, ZoopaHeroes.com

“Nicholas Lovell is a deep knowledge specialist: he has all the data and insight you’ll need on the subject of how to do business in the emergent and ever-evolving field of social and online gaming. From microtransactions to marketing, he’s got it covered. Highly recommended.

- Alice Taylor, Commissioning Editor, Channel 4

“We’re a console developer transitioning to the digital model, but how much could we learn from GAMESbrief’s insights and observations of the online business models? Turns out quite a lot!

Working with GAMESbrief widened our perspective from the physical goods model and helped us understand what traditionally seemed illogical (free) makes a lot of sense in the right circumstance.

Whatever your current business model, there are lessons to learn from GAMESbrief’s insight and analysis.”

- Colin Bell, General Manager, THQ Digital Studios UK (formerly Juice Games)

“Publishing games is not as challenging as developing them, but that doesn’t mean that publishing is easy. There are many facets: marketing, distribution, sales, etc. and each of these areas requires real insight and effort to do well.

In the new world where publishers are nothing more than banks and should be avoided if at all possible, it’s crucial for developers to ensure that they have a handle on *all* of the work necessary to effectively publish their games. There’s a lot of information out there, but never before has it been collated into one volume that centres specifically on the business of publishing games.

Nicholas’ considered and well researched book really is publishing 101 – essential for those experienced in self publishing and those just starting out. It doesn’t contain all the answer, but, more importantly, it does contain all the questions.

I don’t traditionally buy e-books as I’m concerned that the content won’t be relevant or I can find the data elsewhere, but I can genuinely say that this publishing guide is well worth the price tag.”

- Mark Morris, Managing Director, Introversion Software

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