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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
CompTIA Project+ Study Guide: Exam PK0-003
IT Project Management Overview
Comprehensive Project Plan
Project Execution
Project Closure
Appendix B Standard IT Project Documents
Absolute Beginner[ap]s Guide to Project Management
The Process of Building a WBS
Reasons for Estimating Woes
The Goals, Objectives, and Principles of Project Issue Management
Proven Techniques
Three Key Principles
Identifying and Managing Project Risk: Essential Tools for Failure-Proofing Your Project
Planning for Risk Management
Identifying Project Scope Risk
Identifying Project Resource Risk
Managing Activity Risks
Monitoring and Controlling Risky Projects
Managing Enterprise Systems with the Windows Script Host
Introduction
Logon Scripts and Scheduling
Networking Resources
Data Access
System Administration
Competency-Based Human Resource Management
Why a Focus on Jobs Is Not Enough
Competency-Based Performance Management
Appendix A Frequently Asked Questions About Competency-Based HR Management
Appendix C Examples of Life-Career Assessment Exercises
Appendix D Employee Development and Succession Management
101 Microsoft Visual Basic .NET Applications
Working with the Microsoft Visual Basic .NET Language
Data Access
GDI+
COM Interop/PInvoke
Visual Studio .NET
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