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  • MISFITS–All credit to Mobile Pie

    Earlier this week, I announced that Misfits Community Service was live on iTunes, and that I’d worked on it. I totally failed to mention that the talented team at Mobile Pie, not to mention Channel 4 and...

    • Posted 14 years ago
    • 0
  • Retention rate, churn and duration

    Retention rate, churn and duration all measure the same thing: how effective are you at getting users to come back to your game.

    • Posted 14 years ago
    • 24
  • Indie Legals 1.02: Intellectual property rights

    Indie Legals 1.01 dealt with setting up a company. This next post deals with the intellectual property rights that a games business may have. The value of a games business predominantly resides in the intellectual property which...

    • Posted 14 years ago
    • 0
  • Misfits iOS goes live–with Gamesbrief in the credits

    Another of the games that I have worked on has just gone live. Misfits Community Service is an free-to-play iOS game based on the world of Misfits, the Channel 4 asbo-kids-with-superpowers comedy drama. Play as a member of...

    • Posted 14 years ago
    • 0
  • DAU/MAU = engagement

    Across the online games world, engagement is a key objective. The more engaged a user is in your game, the more likely they are to spend. If they come back every day, they are more likely to...

    • Posted 14 years ago
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  • If you’re going to vary the price of Your game, Shout about it. Loudly.

    In a fascinating interview on stage at the WTIA TechNW, Gabe Newell gave detailed insight into pricing experiments that Valve has run via its Steam digital distribution service.

    • Posted 14 years ago
    • 0
  • Zombie Ball: Rise of the Free

    It’s been a while since the first article about Zombie Ball (Launching an iPhone game: what we got wrong) on GamesBrief, and the team has decided to continue sharing our story. I’m grateful to Nicholas for both...

    • Posted 14 years ago
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