Production Point Book Contents


Introduction

  1. The Potential Point Scam
  2. How to Use This Book

1. The Two Phases

  1. Explore-Exploit
  2. Clear Lines
  3. Mentality
  4. Focus
  5. Feedback
  6. Deliverable
  7. Progress During Each Phase
  8. Exceptions to the Clear Lines

Pre-production

2. Rapid Prototyping

  1. Quantity and Quality
  2. Paper Prototyping
  3. Digital Prototyping
  4. Participating in Game Jams

3. Follow the Fun

  1. From Prototypes to Fun
  2. Look for the Toy
  3. Use the Toy as a Filter for New Features
  4. Use Incentives to Direct Players to the Toy

4. Watch Playtesters

  1. Playing a Silent Piano
  2. Work Closely With Playtesters
  3. Get Reliable Feedback Through Video
  4. The Playtesting Partner

5. Make a Vertical Slice

  1. The Multi-Layered Cake
  2. Uncertainties to Address
  3. Art and Visuals
  4. Music and Sounds
  5. Theme and Story
  6. UI and Menus

6. The Production Point

  1. The Danger of Potential
  2. The Uncertainty Curve
  3. Funding
  4. Self-Funding
  5. Crowdfunding
  6. Publisher Funding
  7. Grant Funding
  8. Early Access Funding
  9. Mixed Funding

Production

7. Create and Maintain a Routine

  1. Fence Posts
  2. Putting First Things First
  3. Minimums
  4. Keeping the Streak
  5. Habit Pairing

8. Create a Schedule

  1. A Game Without a Plan
  2. The Schedule
  3. Setting a Target Playtime
  4. Planning How to Scale Your Game
  5. Creating Your Calendar and Setting Deadlines

9. Run an Alpha and a Beta

  1. Cobblestones
  2. Filter the Content
  3. Address Bugs
  4. Implement Quality of Life Features
  5. Consider Accessibility
  6. Add Localization

10. Follow a Launch Plan

  1. Stress at Launch
  2. Announce the Release Date
  3. Make a Press Kit
  4. Create a Launch Trailer
  5. What is the game genre?
  6. How is this game different?
  7. Why is that interesting or noteworthy?
  8. How does the game challenge me?
  9. What is the scope and longevity of this game?
  10. What is it called and how do I find it?
  11. Some Traps to Avoid
  12. Build a Wishlist or an Email List
  13. Creating a Release Candidate
  14. Test Your Release Candidate
  15. Wait a Week
  16. Launch Your Game

11. Supporting Your Customers

  1. Support and Reviews
  2. Your Priority When Reading Reviews
  3. Limit Your Interactions
  4. Updates and DLC

Conclusion

  1. The Right Moment
  2. The Actions Bring You to the Finish Line
  3. Thank You

About the Author

Acknowledgments