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Archive for the ‘Lessons Learned’ Category

  1. How a pricing dilemma opened our eyes to advertisements

    April 3, 2012

    Pixeleap is a relatively new indie studio with four developers. When we were about to release our second game, Vendespillet, we wanted to offer it for free. We talked about in app purchases, but we did not choose it, mainly because the game was intended for very young kids. So we decided to go with advertising to try and see if any money could be gained from it. Our experience with fullscreen ads on startup has really only been good and we have been very happy to work with Chartboost.

  2. How to make $3,000 per day from advertising in your free-to-play game

    March 30, 2012

    At Kiloo, we’ve been experimenting with mobile ad networks since we first launched Whac-a-Mole on iOS in 2009.

    We use advertising as a secondary monetising tool in both Frisbee® Forever and Bullet Time HD, and are constantly but carefully exploring new ways of generating secondary revenue without churning players.

  3. Real Entrepreneurs Don’t Multitask

    February 21, 2012

    This guest post was originally published at digiogi and is reproduced here with kind permission of Steve Taylor When my powerhouse (mother, wife, MD) friend Jaya Chakrabarti asked me at the beginning of this year, via this blog ,for my top ten tips for creative entrepreneurs, some readers were a little surprised by Tip No. 5: [...]

  4. Starting out in mobile games – Triolith Entertainment

    January 31, 2012

    Someone once said to me that learning new things takes time, but sharing that knowledge won’t take long. In this post I will talk about our first year in existence, sharing what we learned about marketing mobile games and making your way in the world as a new indie developer.

  5. Spilt Milk Studios Development Diary 18: Christmas Roundup

    December 21, 2011

    I thought it’d be nice (and a bit of a reassuring cliché) to do a roundup of the Hard Lines story so far, and take a look at some of the interesting facts and figures that have come to light since we launched Hard Lines in June of this year.

  6. No Blog is an Island

    November 30, 2011

    Going through the process of turning over 750 blog posts on GAMESbrief into three volumes of edited thoughts has taught me a lot about the difference between the printed word and the online word. Anyone thinking about the transition from physical to digital would do well to understand the differences.

  7. Frozen Synapse – A Business Mini-Postmortem!

    November 29, 2011

    Premium can Work: People are willing to pay for something that delivers on a very specific promise and fills a specific need; higher-priced games can work in the indie space, especially as the majority of units are sold during discount periods. Our attempt at a “high price; minimal bullshit” play with Frozen Synapse was largely successful; I feel like we under-delivered on both our server provision and our speed of updating post launch, but all-in-all we still brought players a huge amount of content for the price they paid.

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