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  • Three Common Mistakes in Promoting a Game

    Working in communications for mobile games can do funny things to a person.

    • Posted 10 years ago
    • 8
  • Five lessons for a successful indie games business

    The news is of full of stories of app millionaires who went from zero to hero overnight. But the real truth is something quite different. Believing that you can quit your job, invest heavily in your first...

    • Posted 11 years ago
    • 35
  • 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 11 years ago
    • 2
  • 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 11 years 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 12 years ago
    • 0
  • 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 12 years ago
    • 6
  • 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 12 years ago
    • 9