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Game Production

Game Production in 20 Minutes (Coffee Break Series)

By Kenwright

A quick, focused guide to the processes, tools, and decision‑making that turn a game idea into a shipped product.

WHAT THE PUBLISHER HIGHLIGHTS

  • Understand the full lifecycle of a game project.
  • Learn how to plan, schedule, and manage scope effectively.
  • Gain insight into communication and team coordination.

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Catalogue reference: e442f437b21fe78d

INSIDE THE BOOK

About this book

Game Production in 20 Minutes demystifies the often‑overlooked discipline of game production. Covering scheduling, scope control, communication, risk management, pipelines, and milestone planning, this book provides a clear and approachable overview of what it takes to guide a game from concept to completion. Designed for developers, students, and aspiring producers, it offers practical insights into managing teams, avoiding common pitfalls, and keeping a project on track—even when resources are limited.

From the publisher’s description

  • Understand the full lifecycle of a game project.
  • Learn how to plan, schedule, and manage scope effectively.
  • Gain insight into communication and team coordination.
  • Discover practical techniques for keeping projects on track.

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ANOTHER PERSPECTIVE

Readers, in their own words

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Reader review4

Almost excellent

Strong content, uneven pacing. I would still recommend it.

I picked this up after getting stuck on a project and it turned out to be exactly the right book at the right time. The author is unusually honest about where the simplifications break down, which I appreciated. A couple of chapters felt like they could have been merged, but that is a minor complaint. The balance between theory and practice is well judged; neither side dominates. Good value for the price and worth the time it takes to work through properly.

Mateo ReedQA lead · Rome, IT
Game Production in 20 Minutes
Reader review3

Fine as a reference

It does the job, though it took some patience to get through.

I bought this on a whim after seeing it mentioned in a forum thread, and I am glad I did. Some terminology is introduced without much ceremony; I had to look a few things up along the way. The writing is direct and does not waste space on filler, which I value in a technical book. A few of the examples could be more realistic, but the underlying points come across clearly. Borrow it first if you can, or at least check the table of contents carefully before buying.

Anya NguyenProduct designer · Seoul, KR
Game Production in 20 Minutes

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