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The secret to getting 4 million paid downloads on iPhone
The answer, according to Finnish developer Rovio, is to have a big red logo for your game. The company has now achieved 10 million downloads for Angry Birds: 4 million at 99c and 6 million of the...
- Posted 16 years ago
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Self-publishing lessons learned from Patrick O’Luanaigh of nDreams
Welcome to the fourth in a series of 12 posts from games developers who have taken the brave step into self-publishing. They have all contributed to How to Publish a Game, and you can get the first...
- Posted 16 years ago
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Gambling companies get big on gaming
The news that 888 Corporation has spent up to $48 million on gaming company Mytopia is, at one level, no surprise. It’s all about CPA Gambling companies are experts at two things: customer acquisition and understanding legislation....
- Posted 16 years ago
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The purpose of Series A and Series B funding
Nic Brisbourne over at theequitykicker has published a guest post from me featuring extracts from How to Publish a Game. He said some nice things about the book (“an excellent manual for developers who are considering how...
- Posted 16 years ago
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Self-publishing lessons learned from Mike Bergenstjerna of Mstar Games
Welcome to the third in a series of 12 posts from games developers who have taken the brave step into self-publishing. They have all contributed to How to Publish a Game, and you can get the first...
- Posted 16 years ago
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Game designer is self-publishing inspiration
Andrew Crawshaw is an inspiration for self-publishing developers everywhere. Because he’s just published a sketchpad. I’m not being entirely facetious. Andrew is a senior games developer at Tuna Technologies and they are working on a bunch of...
- Posted 16 years ago
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Steam is not a monopoly
I’ve some good (and not so good) comments on my post Five reasons why Steam will destroy PC gaming. Peter Boivin, a US anti-trust attorney, provided a thoughtful counter-argument. It was so relevant I thought I would...
- Posted 16 years ago



