THE HOWS AND WHYS OF THE GAMES INDUSTRY - CONTENT





The book contains eight chapters, and an additional Appendix containing the interviews, spread over 236 pages. The average amount of pages per chapter is 23. Aside from ten large illustrations, the book is text only.

The book can be separated into four large sections. The first section is an introduction to the book, a brief history of the industry, and some facts about it.
The second part basically talks about the "Why". Why would one wish to become active in this industry, or why not. The expectations within it, the pros and cons of being involved in it, the public opinion of it, the salaries, the problems the industry faces, and more. This section also aims to paint a balanced picture of the industry, and to help the reader make a well-informed choice.
The third, and largest, section of the book covers the "How", and in a lesser way also the Why and What. It talks about game development schools, community mods, company types, the kinds of games they produce, portfolios, how to apply to studios, the interview process, and more. For every subject, the reader is presented with the pros and cons so they can make an informed decision, and it also provides plenty of tips and insider knowledge on the subject.
Lastly, the fourth section contains the interviews with 23 industry professionals. All 23 were asked the same three questions: How they started out in the industry, what they like most about it, and what they dislike most about it. The intention of the interviews is to consolidate the responses of a very varied group of professionals. Their responses help support the details discussed in the book by giving the reader an insight on how professionals started in the industry, how much they like it, and the fact that there is also a darker and less pleasant side to the story.




Table of Contents

About This Book

The Author

Chapter 1 - Introduction

History
Facts
The Expectations

Chapter 2 - The Industry

The Good and the Bad

Why
Why not

A Frustrating Industry
The Money
The Public Opinion

Chapter 3 - Skills, Schools, and Study

Skills

Starting Out

Specialization

Why?
What?

Game Development Schools - The Good Side
Game Development Schools - The Bad Side
The Future
Long Term Vision
Conclusion

Chapter 4 - The Mod Community

A Door To The Industry

Why
Why Not
How

The Types
Advice on joining a team
Conclusion

Chapter 5 - Going "Commercial"

Taking The Step
Portfolio

The Goal
The Presentation

Internships and Junior Positions
Testers

Why
Why Not

Freelance

Why
Why Not

The People With Great Ideas

Chapter 6 - Companies And Games

Types Of Games
Different Company Types
Good Qualities
Dangerous Qualities
Success And Luck

Chapter 7 - The Application, Interview, And Contract

Applying

The How
The What

The Interview

Types
What To Expect

Their Questions
Your Questions
Additional information

Do's and Don'ts

The Contract

The Necessity Of The Contract

Chapter 8 - Once You're Hired...

Moving

Why
Why Not

The Expectations

Their Expectations
What You Can Expect

The Community
Your Career

The Conclusion

Appendix A - Interviews

Special Thanks

Copyright