1st Edition

The Game Business Guidebook What To Do When Nobody Wants Your Game

By Diego Ricchiuti, John Henley Copyright 2025
254 Pages 7 B/W Illustrations
by CRC Press

254 Pages 7 B/W Illustrations
by CRC Press

254 Pages 7 B/W Illustrations
by CRC Press

This book is the perfect toolkit for any developer who wishes to transform an idea into a viable business. From the experience of a game designer and a business developer, it covers every step from the conception of the game to signing a deal with a publisher; finding the right type of funds, sending follow-up e-mails, and attending trade shows are just a few of the tools the reader will find in... Read more

Acknowledgments

Foreword - Théophile Gaudron

Foreword - Pierre Moisan

About the author

Section One - Introduction

Chapter 1 - How to use this book

Chapter 2 - Book introduction

Section Two - Preparation

Chapter 3 - Gaming is a business

Chapter 4 - Design

Chapter 5 - Game and studio strategy

Chapter 6 - Communication: Written and spoken

Chapter 7 - Game demo, best practices, and tips

Chapter 8 - How to pitch

Section Three - Execution

Chapter 9 - Finding the publisher

Chapter 10 - Feedback and follow-ups

Chapter 11 - Game budget, best practices, and tips

Chapter 12 - Closing the deal and keeping the publisher

Section Four - Contingencies

Chapter 13 - Nobody wants your game, now what?

Chapter 14 - Self-publishing for experience

Section Five - Conclusion

Chapter 15 - Someone, somewhere, wants your game

Biography

Diego Ricchiuti is currently the lead designer at Caracal Games, the course leader of the Game Design Degree at AIV in Rome and Milan, and an independent consultant in game design and creative direction.

John Henley is an international partner relations and business development executive with 15 years of experience initiating and building long-term developer, publisher, and platform partnerships in video games.