- ARPDAUPosted 256 days ago
- What’s an impressive conversion rate? And other stats updatesPosted 297 days ago
- Your quick guide to metricsPosted 350 days ago
Featured
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Sell emotion, not content: Free-to-play Design Rule 13
Selling content is what content creators do, right? Not any more. Now that digital distribution has made it...
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Connecting to customers: your Youtube channel
Every game needs a YouTube video. It is the anchor of your marketing campaign, and provides...
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Time to Stop Asking for Permission
For the past twenty years, developers have had to ask permission before they could make a...
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Email Marketing for Game Developers
The number rule for acquiring customers is to make sure that you can contact...
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Improve your revenue with the GAMESbrief free-to-play game forecasting spreadsheet
I am a great believer in the “Keep it Simple” principle. I am often...
- Posted 592 days ago
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Whales, True Fans and the Ethics of Free-to-play games
The inexorable rise of free-to-play gaming has led to a vast array of criticism...
- Posted 606 days ago
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You’re not selling content; you are selling emotion
Last month, I argued why, on a ten year view, I don’t believe it...
- Posted 607 days ago
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Latest Featured
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Sell emotion, not content: Free-to-play Design Rule 13
Selling content is what content creators do, right? Not any more. Now...
- Posted 201 days ago
- 2
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Connecting to customers: your Youtube channel
Every game needs a YouTube video. It is the anchor...
- Posted 461 days ago
- 5
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Time to Stop Asking for Permission
For the past twenty years, developers have had to ask...
- Posted 465 days ago
- 5
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Email Marketing for Game Developers
The number rule for acquiring customers is to make sure...
- Posted 468 days ago
- 3
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Improve your revenue with the GAMESbrief free-to-play game forecasting spreadsheet
I am a great believer in the “Keep it Simple”...
- Posted 592 days ago
- 24
-
Whales, True Fans and the Ethics of Free-to-play games
The inexorable rise of free-to-play gaming has led to a...
- Posted 606 days ago
- 16
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You’re not selling content; you are selling emotion
Last month, I argued why, on a ten year view,...
- Posted 607 days ago
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Three ways to market your indie game
There is a battle royal brewing over the best way...
- Posted 621 days ago
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Spilt Milk Studios Development Diary 12 – Hundreds and Thousands
We turned the game free on Sunday to make sure...
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Indie Marketing: tell the world! (Part two)
Some small developers confuse the act of “self-releasing” with the...
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Latest Featured
-
Sell emotion, not content: Free-to-play Design Rule 13
Selling content is what content creators do, right? Not any more. Now...
- Posted 201 days ago
- 2
-
Connecting to customers: your Youtube channel
Every game needs a YouTube video. It is the anchor...
- Posted 461 days ago
- 5
-
Time to Stop Asking for Permission
For the past twenty years, developers have had to ask...
- Posted 465 days ago
- 5
-
Email Marketing for Game Developers
The number rule for acquiring customers is to make sure...
- Posted 468 days ago
- 3
-
Improve your revenue with the GAMESbrief free-to-play game forecasting spreadsheet
I am a great believer in the “Keep it Simple”...
- Posted 592 days ago
- 24
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Why Frozen Synapse costs money
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Stuff You Need to Know
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[Video] Design Rule 4: Build Complexity in Layers
Continuing our series of videos introducing GAMESbrief’s Design Rules...
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ARPDAUs, conversion rates and other new datapoints
I’ve been busy updating Gamesbrief’s Free-to-Play Spreadsheet benchmark pages...
- Posted 69 days ago
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50 questions: Should I let my lawyer negotiate the deal?
"Going toe-to-toe with an experienced venture capitalist negotiating on...
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