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Best of British: game jamming for cross-promotion and community
In July this year a team of independent developers descended upon Mind Candy's offices in Shoreditch for a 48-hour gamedev lockdown. The jam was a fantastic opportunity for cross-promotion, as well as building a developer community, sharing...
- Posted 256 days ago
Indie Exposure: the realities of free
When I was planning to post this instalment, I was preparing Greedy Bankers: Bailout! for launch - that is, the free version of the game with expanded game modes for in-app purchases. I fully expected this to...
- Posted 333 days ago
Indie Exposure: this time it’s personal
One particular USP available to all of us indie developers, is something few AAA studios have quite the same access to... It is ourselves. Our ability as indie developers to be individuals, with distinctive personalities and motivations is incredibly...
- Posted 424 days ago
Making the most of your USP
It can be very easy to see marketing and game development as separate disciplines - that creating an awesome game and drawing in new players are separate tasks requiring separate sets of skills. The reality is that...
- Posted 445 days ago
Indie Exposure – Why’s it so hard?
Last Friday I was at the incredible Bit of Alright, David Hayward's smorgasbord of indie delights, giving a talk about Indie Exposure. Self-publishing the Greedy Bankers games has taught me a lot of lessons, not least just...
- Posted 466 days ago
Only the Beginning: Lessons from Greedy Bankers
Greedy Bankers, my arcade puzzle game for iPhone, is now available in the App Store. This is a perfect time to look back and see what I’ve learned from the development experience.
- Posted 774 days ago