Building a publishing company
There is a real difference between publishing a game and running a publishing company. The first is a project: one title, one campaign, one print run, and it can be done nights and weekends. The second is a system that repeatably finds, develops, funds, manufactures, and sells games, and it demands a catalog. Most sustainable small publishers are built on a handful of titles where the reliable back-catalog sales of earlier games smooth out the boom-and-bust cycle of new launches.
The economics improve with each title if you let them. A second game reuses your freight relationships, your fulfillment setup, your audience list, and everything you learned about quoting and quality control. Back-catalog reprints share containers with new releases. Your email list and social following, built one game at a time, become the launch pad that makes each campaign cheaper to run than the last. This compounding is the actual moat of a small publisher, more than any single hit.
Growth also changes your job. Early on you do everything: design, development, art direction, logistics, customer support. A growing publisher gradually buys back time by paying freelancers and partners, commonly starting with graphic design, fulfillment, and bookkeeping, then development work and marketing. Signing outside designers' games is the classic inflection point, because it decouples your release schedule from your own design output, and it is where the contracts and royalty knowledge in this section stops being theoretical.
Be honest about what you want, because the hobby is full of publishers who accidentally built stressful jobs. A one-person company releasing a game every year or two, funded by crowdfunding and direct sales, is a legitimate and common end state, and for many designers it is the best one. Scale multiplies both the numbers and the problems: bigger print runs, bigger freight bills, distribution relationships, and inventory risk measured in containers rather than pallets. Grow because the next step serves your goals, not because growth is the default.
Video tutorials
How to design board games with a FULL TIME JOB
The design process of one of the world's best designers, Corey Konieczka