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  • An indie perspective on the F2P vs. premium dilemma

    Should I go Free-to-Play (F2P)? It’s a simple question but the answer may be more complicated.

    • Posted 11 years ago
    • 14
  • Meeting the challenge: building a community of players

    How will you face the challenge? We don't have a magic formula for growing large, loyal communities of fans (yet - do subscribe to the newsletter just in case we happen upon it some day) but we...

    • Posted 12 years ago
    • 0
  • Dear Jas 1: Setting up as an indie developer

    Q: I’m thinking of setting up as an indie developer. Should I work as a sole trader or set a company up?

    • Posted 12 years ago
    • 0
  • 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 12 years ago
    • 2
  • Selling an iPhone game: The sales figures in detail

    Great Little War Game has been out on sale now for about three months. It's available in HD format for iPad and Retina devices, and there's a low definition version for 3GS phones too. We just passed...

    • Posted 13 years ago
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  • Launching an iPhone game: what we got wrong

    Independent iPhone developer Hindarium recently released Zombie Ball. Team member Ivan Vučica wrote some comments on Spilt Milk Studio’s post-mortem of an iOS game launch. I thought they were provided a useful perspective for independent iOS developers,...

    • Posted 13 years ago
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  • Listen to Virtually Famous on Radio 4

    Radio 4 went along to a GameJam in London, and Ellie Gibson reported on the experience of making a game in 48 hours. A number of people were interviewed for the show, including me, Cliff Harris of...

    • Posted 13 years ago
    • 0