How to Succeed in the Publishing Game


Book Description

Best-selling author and world-renowned publisher Vickie Stringer began her empire with one book,Let That Be the Reason.After enduring 26 rejection letters from mainstream publishers, Stringer began to explore the promising world of self-publishing. Stringer has distinguished herself as a Literary Renaissance Woman, boasting titles such as best-selling author, leading publisher, prominent literary agent and motivator to aspiring authors and self-publishers. In How to Succeed in the Publishing Game, Stringer reveals the secret to her success and unveils countless valuable tips and steps on how to become successful in the world of self-publishing: Utilize creative means of generating start-up capital Build winning relationships with editors, typesetters, graphic designers, printers Ensure that your book will flourish in the hands of the right distributors, wholesalers, bookstores Develop a steadfast marketing plan, brand and image that will sell itself Utilize the complete guide to dependable references and resources Harvest the benefits of a best-seller! "Ms. Stringer has entered the slightly more rarefied precincts of book publishing. And she's getting rich." -The New York Times "Mainstream publishers wouldn't touch her book. So Stringer printed 1,500 copies and took to the road. The book became an underground hit, and bookstores began to stock it." -Newsweek




Gamedev


Book Description

If you know nothing about game development, you're basically me before I started working on my first game DARQ. This book assumes no knowledge of game development on the reader's part. As a first-time developer with no prior experience in coding, modeling, texturing, animation, game design, etc., I managed to launch DARQ to both commercial success and critical acclaim. With zero dollars spent on marketing, it was featured in major media outlets, such as IGN, Kotaku, PC Gamer, GameSpot, Forbes, and hundreds of others. Ultimately, DARQ became #42 Most Shared PC Video Game of 2019, according to Metacritic, with the average user rating of 9 out of 10. In my book, I'm sharing with you exactly how I did it. The book guides you through a step-by-step process of making a game: from downloading a game engine to releasing your first commercial title. The book features advice from 15 industry professionals, including Mark Kern (team lead of World of Warcraft), Quentin De Beukelaer (game designer of Assassin's Creed IV: Black Flag, Assassin's Creed Unity, Ghost Recon Breakpoint), Bjorn Jacobsen (sound designer of Cyberpunk 2077, Divinity: Fallen Heroes, Hitman), Austin Wintory (Grammy-nominated composer of Journey, ABZÛ, Assassin's Creed: Syndicate), and others. The foreword is written by my mentor John Corigliano, Oscar, Pulitzer Prize, and 5-time Grammy Award-winning composer.




The Publishing Challenge for Independent Video Game Developers


Book Description

Professor Odile Limpach gives independent developers everything they need to succeed in the world of video game publishing. The Publishing Challenge for Independent Video Game Developers: A Practical Guide defines what game publishing means for the indie developer and offers a concise framework to tackle the decision of whether to self-publish or not. Furthermore, the text establishes a catalogue of current known publishers with some salient characteristics and offers a list of useful publishing tools. Along with showcasing testimonials from several young and seasoned developers on their experiences with publishing and partners and recommendations from renown experts of the industry, this book offers tools, platforms, and guides to game publishing. Key features: Provides a broad overview of the game publishing market Explores criteria for choosing between a publishing partner or self-publishing Offers case studies and testimonials from indie game developers and publishers about the process. Professor Odile Limpach teaches economics and entrepreneurship at the Cologne Game Lab, TH Köln (Technical University of Cologne). She is also co-founder of the Acceleration Program SpielFabrique 360° and works as a Strategic Consultant for games and serious game projects. Between 2007 and 2014, she was the managing director of the German entertainment software studio Ubisoft Blue Byte. Before, she was the managing director of Ubisoft GmbH. She graduated from business school Institut Commercial de Nancy in France and completed her MBA in the United States. Odile Limpach is also involved as a volunteer in the areas of vocational training and acts as a German partner for Games for Change Europe. Furthermore, she acts as an advisor (Conseiller du Commerce Extérieur) for the French Ministry for International Business Development.




Publishing for Profit


Book Description

Publishing is a rapidly changing business, and this comprehensive reference is right in step--covering operations, finances, and personnel management as well as product development, production, and marketing. Written for the practicing professional just starting out or looking to learn new tricks of the trade, this revised and expanded fourth edition contains updated industry statistics and benchmark figures, features up-to-date strategies for creating new revenue streams such as online marketing and sales and e-book publishing, and provides new information on using financial information to make key management decisions. More than two dozen highly practical forms and sample contracts for immediate use are also included.




Game Frame


Book Description

Ever wonder why teens can spend entire weekends playing video games but struggle with just one hour of homework? Why we’re addicted to certain websites and steal glances at our smartphones under the dinner table? Or why some people are able to find joy in difficult or repetitive jobs while others burn out? It’s not the experiences themselves but the way they’re structured that matters. All our lives we’ve been told that games are distractions—playful pastimes, but unrelated to success. In Game Frame, Aaron Dignan shows us that the opposite is true: games produce peak learning conditions and accelerated achievement. Here, the crucial connection between the games we love to play and the everyday tasks, goals, and dreams we have trouble realizing is illuminated. Aaron Dignan is the thirty-something founder of a successful digital strategy firm that studies the transformative power of technology in culture. He and his peers were raised on a steady diet of games and gadgets, ultimately priming them to challenge the status quo of the modern workplace. What they learned from games goes deeper than hand-eye coordination; instead, this generation intrinsically understands the value of adding the elements of games into everyday life. Game Frame is the first prescriptive explanation of what games mean to us, the human psychology behind their magnetic pull, and how we can use the lessons they teach as a framework to achieve our potential in business and beyond. Games are a powerful way to influence and change behavior in any setting. Here, Dignan outlines why games and play are such important trends in culture today, and how our technology, from our iPhones to our hybrid cars, primes us to be instinctive players. Game Frame tackles the challenging task of defining games and the mechanics that make games work from several perspectives, then explores these ideas through the lens of neuroscience. Finally, Dignan provides practical tips for using basic game mechanics in a variety of settings, such as motivating employees at work or encouraging children at home, giving readers the tools to develop their own games to solve problems in their everyday lives. Illuminated throughout with a series of real-world examples and hypothetical scenarios, Game Frame promises a crash course in game design and behavioral psychology that will leave the reader—and, by extension, the world itself—more productive. Revolutionary, visionary, practical, and time-tested, Game Frame will change the way you approach life.




The Access Principle


Book Description

Questions about access to scholarship have always raged. The great libraries of the past stood as arguments for increasing access. John Willinsky describes the latest chapter in this ongoing story - online open access publishing by scholarly journals and makes a case for open access as a public good.




Six Figure Author


Book Description

Sell Books the Smart Way Five years ago releasing a book as an indie author meant uploading it, then begging everyone you knew to buy it. That method simply doesn't work anymore. Fortunately, there's a better way. Amazon has spent billions of dollars over the last decade building the world's best sales engine. They use machine learning to sell massive piles of books, and that engine is just waiting for you to tap into it. This is the book that will teach you how. Ready to become a six figure author? You'll learn: Why a sale isn't just a sale. Who you sell to is more important than how many How to find your target audience How to train Amazon to sell for you




Self-Publish & Succeed


Book Description

You can write a book-anyone can. But if you want to write a book that people will want or even need to read, it's not as simple as sitting down to write. In fact, that's one of the biggest mistakes unsuccessful authors make. Writing a book can be one of the smartest moves for your business success. But you need more than writing skills to create an impressive book that readers will love. You also need a plan to market, sell, and leverage your book into a new level of leadership within your industry to reach your professional goals. In Self-Publish & Succeed, trusted best-selling author and entrepreneur Julie Broad shows you that writing a successful nonfiction book starts long before you write your first chapter. To write a book that boosts your brand, generates a profit, and makes you an influencer in your industry, you need the #noboringbooks way. You're about to discover: -The reason why you're not finishing your book-and how to overcome it. -Why most books are boring, and how to keep yours from being one of them. -Which editors you need to perfect your story and where to find them. -The one simple page that could generate thousands of sales. -Seven places to sell your book (and only one starts with "A!"). Nonfiction doesn't mean no fun. Write a money-making book that delivers meaningful impact. Self-Publish & Succeed is your step-by-step guide to writing, publishing, and marketing a book that will get attention, explode your career, and change people's lives-including yours.




How To Succeed As A Freelancer In Publishing


Book Description

This book tells you how to build a successful freelance business around supplying publishing services. The publishing industry depends on freelancers: writers and editors, proofreaders and designers, PR and typesetters. For those in the know, there is a wealth of opportunities on offer. Graduates, retired professionals, in-house editors, career-changers more and more people are taking the plunge and going freelance. You can succeed as a freelancer in publishing, and this book shows you how. It includes top tips; insider knowledge and case studies; information on how to market yourself, deal with finance and find out what your clients are looking for plus invaluable insights from other successful freelancers and industry experts.




The Novel


Book Description

"A good, old-fashioned, sink-your-teeth-into-it story...Suspenseful." THE PHILADELPHIA INQUIRER James Michener turns the creation and publication of a novel into an extroardinary and exciting experience as he renders believable the intriguing personalities who are the parents to its birth: a writer, editor, critic, and reader are locked in the desperate scenario of life, death, love, and truth. As immediate as today's headlines, as close as the bookshelves, THE NOVEL is a fascinating look into the glamorous world of the writer. Selected by the Book-of-the-Month Club