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Game Production in 20 Minutes — cover

Book cover from the publisher catalogue.

Game Production

Game Production in 20 Minutes

By Kenwright

A compact, practical introduction to the real work of producing a game—from planning and pipelines to communication, scope, and delivery.

Pages
234
Publication
2026
Language
English
ISBN
9798248159369

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Give your next idea a stronger shape.

Looking for a new direction in Game Development? “Game Production in 20 Minutes” makes a persuasive case for giving the subject your attention. Bring a specific question and turn the reading into a purposeful exploration. Games bring rules, feedback, and interaction into a single working experience. Give the reading a playful destination: one mechanic or interaction that you can explain, change, and share. Use the subject to make something understandable: a sketch, a visual comparison, or a small demonstration. Choose the relationship that matters and give it a form another person can follow. A promising addition to a reading list with a purpose.

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Power of Words reading lens

Give the idea a visible form

Explore Game Production, Project Management, Game Development with a reading approach that gives the ideas somewhere to go. Games bring rules, feedback, and interaction into a single working experience. Give the reading a playful destination: one mechanic or interaction that you can explain, change, and share.

The listed 234 pages give a sense of extent; page count alone does not establish depth or difficulty.

A question before you choose

Does the sample help me explain a relationship rather than only reproduce an output?

Try this with the topic

Sketch a before-and-after explanation related to one listed topic. Label the step that connects the two and identify what evidence would justify it.

Publisher’s synopsis

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.

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Estimate sessions from the listed page count. Technical exercises and rereading can take extra time.

24 sessions at 10 pages per session.

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Related directions.

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