The Game Inventor's Guidebook


Book Description

A guide to developing and selling your game idea from a game design manager at Wizards of the Coast, the world’s largest tabletop hobby game company. Do you have an idea for a board game, card game, role-playing game or tabletop game? Have you ever wondered how to get it published? For many years Brian Tinsman reviewed new game submissions for Hasbro, the largest game company in the US. With The Game Inventor’s Guidebook: How to Invent and Sell Board Games, Card Games, Role-playing Games & Everything in Between! Tinsman presents the only book that lays out step-by-step advice, guidelines and instructions for getting a new game from idea to retail shelf.




The Game Inventor's Handbook


Book Description

Offers advice on selling a new game and discusses self-publishing, marketing, copyrights, and trademarks







Kids Inventing!


Book Description

Have you ever seen inventors on TV or in the newspaper and thought, "That could be me!" Well, it certainly could—and this book shows you how. Kids Inventing! gives you easy-to-follow, step-by-step instructions for turning your ideas into realities for fun, competition, and even profit. From finding an idea and creating a working model to patenting, manufacturing, and selling your invention, you get expert guidance in all the different stages of inventing. You'll see how to keep an inventor's log, present your ideas, and work as part of a team or with a mentor. You'll meet inspiring kids just like you who designed their own award-winning inventions. And you'll see how to prepare for the various state and national invention contests held each year, as well as international competitions and science fairs.




The Total Inventors Manual (Popular Science)


Book Description

"Transform your idea into a top-selling product"--Front cover.




The Little Inventors Handbook: A guide to becoming an ingenious inventor


Book Description

A step by step guide to thinking up fantastical, funny or perfectly practical inventions with no limits! This e-book is best viewed on Kindle Fire in landscape view to optimise your experience.




Become an App Inventor: The Official Guide from MIT App Inventor


Book Description

With a foreword by Gitanjali Rao, Time Magazine’s inaugural Kid of the Year, this engaging guide from MITeen Press teaches anyone to design and publish their own apps—no experience necessary!—and introduces young app creators from around the world. Have you ever wanted to build your own mobile apps? App Inventor, a free and revolutionary online program from MIT, lets you do just that. With the help of this companion guide chock-full of colorful graphics and easy-to-follow instructions, readers can learn how to create six different apps, including a working piano, a maze game, and even their own chat app to communicate with friends—then use what they’ve learned to build apps of their own imagination. User-friendly code blocks that snap together allow even beginners to quickly create working apps. Readers will also learn about young inventors already using their own apps to make a difference in their communities, such as the girls from Moldova whose app helps alert residents when local well water is contaminated. Or the boys from Malden, Massachusetts, whose app lets users geotag potholes to alert city hall when repairs are needed. With this inspiring guide, curious young dreamers can become real inventors with real-world impact.




Paid to Play


Book Description

Do you have game ideas collecting dust in the back of a closet - or the back of your head? Dust them off, pick up this book, and discover the simple steps to turning your concept to cash in today's game market. Long-time industry veteran gives a concise and complete insider's view of this fascinating world and shares the process of licensing or publishing your board game, card game, or party game for profit. Find out how the industry works and what companies are looking for in a game. Examine what makes a good game good while understanding the basics of prototyping and play testing. Gain the knowledge on how to best approach companies to maximize your chances of success. Learn how to protect your idea and how to strike a deal when the call comes. It is all covered step-by-step in this easy-to-follow guide to game design.




Inventor Confidential


Book Description

The road to licensing a profitable, innovative product or technology is riddled with curves, holes, and rocky cliffs. The President of the United Inventors Association shows inventors, innovators, and makers a better path towards monetizing your creations and how to avoid the get-rich-quick scammers. Every year, hundreds of thousands of eager inventors around the globe spend millions of dollars seeking assistance from inventor service companies and individuals claiming to be experts in the innovation and licensing fields, though their actual success rates are poor in relation to the dollar amounts they charge. The reality is, according to Inventors’ Digest™, while 78% of new inventors believe they will make over a million dollars with their inventions, less than 1% actually do. Marketers prey on this scenario for their own financial gain. In Inventor Confidential, inventor advocate Warren Tuttle tips the odds back in the investor’s favor, helping them: Gain a much broader picture of the many current challenges that inventors face these days. Understand the red flags to watch out for when individuals or companies charge up front for their coaching or help-to-market services. See how inventors can improve their odds of licensing success by following a thorough product development protocol, creating working prototypes, and filing U.S. patents. Get the insider perspective on how companies determine the quality of a product submission and if they want to work with the inventor. Learn the 30 steps to market if you want to go it alone. For anyone who has a great idea or invention and wants to monetize it but are not sure who to trust, Inventor Confidential will show them where to best spend their hard-earned money to maximize their odds for success.




The Gadget Inventor Handbook


Book Description

Presents a collection of fourteen electronics projects for young inventors, including an LED bracelet, wire maze, and drawing robot.