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Posts Tagged ‘guest post’

  1. 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.

  2. Four ethical principles we used when making Forever Drive

    November 15, 2011

    “Free-to-play” games have caused intense reactions in the gaming community, with strong views on whether it is an ethically sound way to design games or whether it is slot machines in disguise. When we designed Forever Drive, we saw the opportunity to experiment with this business model for the first time. More importantly, we took it upon ourselves as a challenge to create a game that was free of any unethical mechanisms.

  3. Spilt Milk Studios Development Diary 16: Long Days

    November 11, 2011

    Delays can be blamed on the busy October/November calendar for anyone in the games business who values going to shows and conferences. Not only was there the Eurogamer Expo a few weeks back, but more have cropped up since – and it was my pleasure to take part in them in a meaningful way, not just as a schmoozer (though that is pretty good fun).

  4. What exactly is a product manager?

    November 8, 2011

    I’ve always defined product management as the intersection between business, technology and user experience. A good product manager must be experienced in at least one, passionate about all three, and conversant with practitioners in all.

  5. Spilt Milk Studios Development Diary 15 – Freedom Part 2

    October 21, 2011

    Lots to talk about today! The introduction of In-App Purchases to Hard Lines, Android sales and usage figures are in, plus the second free promotion – this time with OpenFeint.

  6. Following Hunches, Badgering Witnesses and Grasping at Straws: How a Filthy Cop Made a Name For Himself

    September 20, 2011

    I would love to be able to tell you that the success of Hector: Badge of Carnage is down to a brilliant yet simple coordinated promotional attack on all branches of worldwide media, resulting in a quantifiable and reproducible 12-step package available to indie developers like yourselves. However, like police work, it can be mostly attributed to a lot of legwork, some gutsy gambles, and a bit of blind luck.

  7. Spilt Milk Studios Development Diary 13 – Bite of the Apple

    September 16, 2011

    As I’ve said a lot (and it’s fairly common knowledge), when Apple features you, your sales rise in an entirely predictable and reassuringly reliable manner. Last time Hard Lines got featured it was in the ‘New & noteworthy’ category that is a permanent feature of the App Store’s front page. It was great for us being so new to it all, and the picture supplied below shows clearly the lovely effect it has on our sales. They jumped a lot from the usual daily churn – from ~100 per day to ~600 per day. As I said at the time, not half bad.

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