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  • Managing a Free-to-Play Product: a Publisher’s Perspective

    Nicholas asked me to write an article on the perspective of managing Free to Play titles as a publisher, rather than a developer, so here are some of the things I have learned from my time overseeing...

    • Posted 170 days ago
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  • Experiment and Learn: Free-to-play design rule 14

    The games industry is good at experimenting. It is not so good at making sure that when an experiment fails, the company thrives. RealTime Worlds bet $100 million on the belief that it knew exactly what gamers...

    • Posted 197 days ago
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  • What does a big Kickstarter project look like in prize form?

    The Banner Saga was certainly not the biggest campaign Kickstarter has ever seen. Double Fine had 80k backers, Wasteland 2 had 60k, Shadowrun had over 30k, not to mention non-games. But unlike these larger, somewhat established developers...

    • Posted 317 days ago
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  • How Kiloo & SYBO built and launched a Hit iOS Game in 6 months

    Traditional publishing is dead. Enter Co-Productions! In this guest post, Simon Moeller of Kiloo advocates a new way of getting games shipped quickly with great monetisation funnels even if your team is small.

    • Posted 352 days ago
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  • 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 464 days ago
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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 an asset that blogs and review sites can use.

    • Posted 464 days ago
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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 game. Those days are over. You no longer need anyone’s permission to publish.

    • Posted 468 days ago
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