- Developers Deserve Residual Royalties - by Dustin Clingman
Recent discussions bring the question of royalties existing beyond the current Publisher Studio model. If you are part of a team that creates a massive success, should you continue to benefit once you've moved on from that studio?
- Examining The Concept of the "Anti-Co-op" Experience - by Josh Bycer
Is there more to cooperative games then being cooperative? Today's post takes a look at another form of "working together."
- Sixteen and a half cents - by Tyler York
A recent article about Zynga's customer lifetime value game us some insight into their metrics. Using some back of the napkin math, we calculated that casual social games currently make only sixteen and a half cents per player per month.
- Last of the Seal Pelts: Revenue Doubles After Price Drop - by Ian Stocker
After dropping the price of Soulcaster I & II from 240 MSP to 80 MSP on Xbox Live Indie Games, the volume of sales increased dramatically. This follow-up to my original pricing hypothesis further explores customer psychology on the Xbox Marketplace.
- Game Biz Loan-sharking? aka Financing. - by Peter Kojesta
I had a friend accuse me of loan sharking; that's just awesome. His joke about loan sharking speaks to something in our industry that needs some attention. The vast majority of us still have not realized we're in the deep end of the pool. Let's review..
- Talent Development for a Social Entertainment Company - by Benjamin Gifford
How a social entertainment company can use best practice and concepts utilizing a planned talent development process to create a culture of high performance that can meet and exceed present and future needs of the business.
- SOPA and PIPA – It’s Not Over Yet - by Robert Levitan
SOPA and PIPA may have suffered a historic blow to their credibility, but the struggle isn't over yet.
- An Ode to War Metal Tyrant's Game Design - by Greg McClanahan
An in-depth look at several key design decisions made in War Metal: Tyrant, a free to play online CCG.
- Maddening For the Wrong Reasons- An Analysis of Alice: Madness Returns - by Josh Bycer
Alice: Madness Returns was a strange example of being too much of an average thing.
- The Fairytale Rules of Exceptional Analytics - by Mark Robinson
In this article, Mark sets out some 'fairytale' rules that if followed will allow readers to create a powerful and actionable analytics environment to understand player behaviours.
- Web Analysis and Your Blogs - Part 4 - by Quaisha Thornton
Part 4 of four-part series "How to Interpret Information Tracked in Web Analysis and Improve Your Blog". In this post, I describe how to use Google Analytics to improve your blogs and pointers with links to tools for Project and Task Management.
- Web Analysis and Your Blogs - Part 3 - by Quaisha Thornton
Part 3 of four-part series "How to Interpret Information Tracked in Web Analysis and Improve Your Blog". In this post, I describe how to use Blogger and Wordpress Stats to improve your blogs.
- Body Politic - by James Youngman
Nature has provided an abundance of forms to inspire our invented species. Limiting ourselves to remaking humanity is a wastes of potential.
- The Fourth Wall - by Timothee Garnaud
or... When your game plays with the player.
- RAGE and the Circular Design Dilemma - by Eric Schwarz
RAGE is a tremendous game, but is marred by oft-incoherent gameplay. In this piece, I examine how many of the game's ancillary mechanics fail to integrate into the larger game systems.
- Raw Meat: Game Design Tips from Team Meat’s Edmund McMillen - by Pat Flannery
Edmund McMillen is one of the most popular indie game designers of the past 5 years from his early award-winning work on Gish, through the mega-popular Super Meat Boy. In this article he explores game design and provides insight for new and aspiring devs.
- The Art Of The Fairy, Environment + more! - by Bo Daugaard
What I've been up to the last 6 months.
99 Levels to hell! Sparetime project.
And a short a short run-through of how we did the environment graphics for "Harry The Fairy".
- The Neo-Retroism Movement - by Judson Rose
This is my attempt to define what I call the Neo-Retroism movement prevalent mainly in the independent gaming community.
- Getting/Making Game Music that Fits - Classic Genre Series - by Harry Mack
Tips for new audio designers composing video game music out of their comfort zone. Useful for producers as well, looking to put together design directions for their audio designers.
- Web Analysis and Your Blogs - Part 2 - by Quaisha Thornton
Part 2 of four-part series "How to Interpret Information Tracked in Web Analysis and Improve Your Blog". In this post, I describe the preliminary data needed before making any improvements to a blog. I also go into the first of web analytic tools.
|