List of Figures


Chapter 1.2: The Role of Each Entity in Game Publishing

Figure 1.2.1: Position of each entity in the product path for a console game.

Chapter 1.5: The Producer, Friend or Foe?

Figure 1.5.1a: Percentage of male and female producers.
Figure 1.5.1b: Producer compensation.
Figure 1.5.2: Production hierarchy.
Figure 1.5.3: A producer's day.

Chapter 2.6: Wireless Business Models

Figure 2.6.1: Sales models.
Figure 2.6.2: SMS connectivity options.
Figure 2.6.3: WAP connectivity options.
Figure 2.6.4: J2ME connectivity options.

Chapter 2.7: Online Business Models: Using the Net for Profit

Figure 2.7.1: In the traditional retail model, the publisher owns and controls the rights to the game. The developer supplies the game to the publisher, who then negotiates with distributors and retailers to reach the customer.
Figure 2.7.2: CogniToy's self-published game, Mind Rover, was sold direct-to-customer via its Web site and through intermediaries. EBWorld, like its parent company, sells on consignment.
Figure 2.7.3: Digital's Tome game, Siege of Avalon, was sold to consumers through a subscription or a la carte. Digital Tome paid Digital River, a third-party transaction company, a percentage of the sales.
Figure 2.7.4: Samu Games' self-published game, Artifact, is free to play, but access time is sold direct-to-customer via the Web site. The company relies on referrals and low-cost word-of-mouth advertising from its virtual community to increase its subscription rate.
Figure 2.7.5: RealOne Arcade aggregates games from publishers and independent developers. Advertisers are eager to reach consumers of the high profile site.
Figure 2.7.6: Zone.com aggregates games from different publishers for retail matchmaking. Advertisers promote products to consumers through sponsored games.
Figure 2.7.7: GameSpy business model.

Chapter 2.8: Creating a Successful Freelance Game Development Business

Figure 2.8.1: Sample schedule.

Chapter 4.1: The Stages of Game Development

Figure 4.1.1: The stages of game development and the approximate duration of each.
Figure 4.1.2: The process of convergent iteration shown over the stages of game development. Note that the upward strokes are define—design—implement, while the downward strokes are evaluation phases. The number of phases shown will vary by project, and is not meant to be taken literally.
Figure 4.1.3: In some cases you might find that your project is not converging on a single game. This can happen if you did not start with a clear concept, or if external requirements change throughout the life of the project.
Figure 4.1.4: If you race into production too quickly, you might find your project wandering through the conceptual space in the late (and expensive) stages.

Chapter 4.7: Quality Assurance: Bug Tracking and Test Cases

Figure 4.7.1: New bugs found each month in each game development area.
Figure 4.7.2: Open bugs at the end of each month by developer.




Secrets of the Game Business
Secrets of the Game Business (Game Development Series)
ISBN: 1584502827
EAN: 2147483647
Year: 2005
Pages: 275

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