Part I
Foundations of Risk in Game Development
What risk looks like in games and the industry forces shaping it.
Discuss your needs 
Book & companion resources
Navigating Uncertainty in Game Development
How game teams spot trouble early, make better decisions and deliver without relying on crunch.
For educators & institutions
Access teaching resources, sample materials and institutional licensing for Risk Management for Video Game Professionals.
The proposition
Game development brings design, technology, production, teams and markets together under uncertainty. This book uses risk as a practical lens for understanding how games are built, where delivery breaks down and how teams can act earlier.
Risk is not treated as a separate ceremony. The book connects it to dependencies, pipelines, studio constraints, escalation and decision-making from concept through post-launch support.
Who it is for
What readers will learn
See risk across design, engineering, art, production, staffing, finance, marketing, legal and security.
Implement a practical cycle to identify, assess, mitigate, track, monitor and communicate risk.
Recognise recurring failure patterns and the early signals that make prevention possible.
Use templates and workshop formats for planning, reviews, milestone readiness and decisions.
Inside the book
Part I
What risk looks like in games and the industry forces shaping it.
Part II
Identify, assess, mitigate, track, monitor and communicate risk in practice.
Part III
Technical, creative, operational, commercial, people, governance and collaboration risks.
Part IV
The major risks from concept and pre-production through release and post-release.
Part V
LiveOps, mobile, product management, user testing, communities, security and studio models.
Part VI
Evidence-based tools, workshop kits, decision aids and practical templates.
Free sample
The free sample introduces the foundations of risk management and the language used through the wider system.

Companion learning
Book purchasers receive access to a private companion library of practical templates, checklists, facilitation techniques and decision-support formats for studios and student teams.
Access details are supplied to book purchasers.
Risk Management for Video Game Professionals
Published by CRC Press on 22 January 2026. 410 pages.
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