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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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A good reason to return tomorrow.

There is a strong reading opportunity in the space between Software Development and Team Leadership. “Game Production in 20 Minutes” brings those listed subjects onto the same shelf and gives your next question a place to start. 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. Keep it close to the place where you read. Choose a manageable section, leave yourself a clear return point, and let the topic become part of a rhythm you can sustain. A worthwhile idea does not need to be rushed. Pick a question. Open a book. See where it takes you.

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Choose a manageable return point

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

Can I identify a useful starting section without committing to a fixed reading speed?

Try this with the topic

Find a self-contained section or example. Decide the smallest useful action for your next session and leave a note showing exactly where to resume.

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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A little planning helps.

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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