Hi, I’m Jake Birkett, owner of Grey Alien Games. I produce, design and program Indie games.
In 2005, after nearly a decade of developing stock control and accounting systems for bookshops in the UK, I formed my own company in a bid to realise a lifelong dream to make games! Ten years later I have ten casual games under my belt including the top-selling Regency Solitaire, and Spooky Bonus download titles.
Having been both an Independent developer and an employee in the casual game industry at Big Fish Games, I can offer my perspective of these different approaches and am knowledgeable about running a business. Due to the small manageable nature of downloadable casual games (they typically take 6-12 months to make with only a handful of team members), I have experience with every stage of the development process from design and implementation to testing and localisation.
I have been playing games all my life and love to put my experience to good use by making great fun casual games. As well as brainstorming new ideas with other designers I enjoy honing the fine details to give games that all-important polished feel.
I’m also the co-founder of Full Indie, a Vancouver-based meetup group for indie game developers with over 2000 members!
Recently I asked indies on Twitter for their sustainability tips and have collated the results in this post.
I did an analysis of 3 of my games to see the breakdown in sales per platform. I had a gut feeling that PC way outperformed Mac and mobile but I wanted to 100% confirm that. This post has all the juicy details and charts!
[News - 02/08/2017 - 02:41]
@Ryan I haven 't tried ...
@Ryan I haven 't tried a new-style visibility round yet on Regency Solitaire because of the fact you have to submit an update. Basically the game was perfect as is - so I don 't want to do an update, but I 'd LOVE to do a visibility round next ...
[Blog - 02/17/2016 - 02:08]
Hi Phil, yes good expansion ...
Hi Phil, yes good expansion on the make small games point. Though I 'd say, the first thing people should do when learning is make REALLY small games, like minigames. But agreed, their first commercial game should be small in scope, but not so small that it can 't be ...
[Blog - 11/02/2015 - 01:59]
[Blog - 09/17/2015 - 02:04]
I don 't have anything ...
I don 't have anything intelligent to say, just that this was cool: r n r n It is dangerous to enter a market where gamers are monogamous with their game of choice. It 's far safer to woo those polyamorous gamers who love numerous games.
[Blog - 09/08/2015 - 01:36]
[Blog - 01/22/2013 - 01:10]
Yep, the mobile race to ...
Yep, the mobile race to the bottom was pretty gross actually. A similar thing happened in casual games several years ago when they dropped from 19.95 to 6.95. Interestingly I do manage to sell my games at 4.95 on iPad and 1.95 on iPhone fine and dropping the price doesn ...