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  • Fluid Football – Half Time Report

    We thought it’d be fun (albeit egocentric) to write a post that collates all the lovely coverage Fluid Football has been getting together in one spot. We’re obviously going to highlight the nice bits, but I’d hope to cover...

    • Posted 8 years ago
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  • What happens when you drop your prices?

    We dropped price on all of our products. Our strategy was to try and create news and attention by coordinating several newsworthy events simultaneously. We issued a press release and personally reached out to a...

    • Posted 8 years ago
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  • Android users will pay to play

    We released on Android using the simple "just buy it" model, that seems to be going out of fashion these days, with some trepidation. There is a lot of hate on the internet about piracy and miserly...

    • Posted 9 years ago
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  • Top Down vs. Bottom Up Forecasting (Bootstrapping a Game Studio)

    Bottom up means you start with your situation and capabilities -- pretty small numbers, I bet -- and work upwards to hopefully a decent number. You might look at all the options you have to drive views...

    • Posted 9 years ago
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  • In the future of games, there is no head of sales

    The games industry is changing. We’re moving from selling games in boxes via large retail stores to building long-term relationships with customers. We’re thinking in terms of life-time value, not units sold. We are talking directly to our...

    • Posted 9 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 9 years ago
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  • 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 9 years ago
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