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  • [Video] Creativity, sharing and coping with failure

    Nicholas was a keynote speaker at Shareplay in Denmark this week. In this video interview, he talks about why the games industry is so exciting to him from a business perspective: it's a creative industry, a collaborative...

    • Posted 2 years ago
    • 0
  • What’s the use of contracts?

    As I see it, in most circumstances there are only two main reasons for having a contract, and for caring about what it says. The most important is this: to make the parties think about things before...

    • Posted 3 years ago
    • 0
  • Are games stories? Part 2

    Following Nicholas's talk at Games for TV, further twitter discussion ensued.

    • Posted 3 years ago
    • 1
  • Email Marketing for Game Developers

    The number rule for acquiring customers is to make sure that you can contact them again in the future. For decades, games publishers have considered customers as disposable playthings, to be courted for a new game and...

    • Posted 3 years ago
    • 3
  • Why Pro-Amateurs are the Future

     Nobody wants to invest in professional art in a time when we’ve started to use the word “trillion” in everyday conversations about national debts. Add to this the chorus of devaluation that digital distribution has wrought in...

    • Posted 3 years ago
    • 2
  • Why a publisher should buy GAME group

    I was speaking at the European Cloud Gaming Summit yesterday and amidst warning people about the upcoming under-12 revolution I made the suggestion that some of the well-heeled publishers in the room should buy GAME Group (the...

    • Posted 3 years ago
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  • Flickrcc D. Sharon Pruitt
    Managing a Publicly Funded R&D Project

    In my previous articles I talked about why and how to get funded. Next, you need to manage the project to get a commercializable result. The project won't be a success if the technology goes nowhere.

    • Posted 3 years ago
    • 0