I'm co-founder of EdTech startup LlamaZOO. We're based in Victoria BC, and were named a finalist for 2015 Victoria Startup of the Year.
I'm also also the founder and creative director at Edit Mode. Our debut title UFO Dad is available on PlayStation Mobile.
Prior to all this, I spent six years as a designer in both studios and consulting on console and mobile, working with and for companies such as Next Level Games, Nickelodeon, Glu and Beeline Interactive.
Before I began desigining professionally, I worked in QA and developed a portfolio of games in Game Maker. The highest profile of these is De Toren, which was named to Indiegames.com's Top 10 freeware arcade games of 2009.
Lastly, I've also written for Fast Company, the Canada Media Fund and Inside Mobile Apps, and mentor teams at mobile game-focused incubator and accelerator Execution Labs.
Eight months of development compressed into a two minute video, with takeaways that all developers can use - plus some horribly embarrassing placeholder graphics to laugh at.
When talking about business models in games, the three most talked about are free-to-play, premium and subscription. However there is also the episodic model. When does it makes sense to use the episodic model, and what are the advantages to using it?
The Fast Follow strategy in mobile F2P games is in danger due to several key factors a) skyrocketing CPA, b) app store surfacing issues c) emerging new curation channels and d) major publishers as gatekeepers.
[Blog - 05/18/2015 - 06:53]
[Blog - 07/08/2014 - 05:51]
[Blog - 03/24/2014 - 01:23]
Good post, although I agree ...
Good post, although I agree more with the sentiment than the evidence presented. You can basically sum this up as the fact that games are commoditized more than they were before at least now. This happened through an explosion of free/cheap dev tools and game playing devices becoming mass market ...
[News - 01/09/2014 - 03:55]
[News - 09/19/2013 - 04:45]
Wow - this just reeks ...
Wow - this just reeks of irresponsibility, taking 500k to make a demo demo of an ambitious, niche project to try to appeal to investors, during a time when VC spending in games is down. r n r nTroubles on the console side, the smartphone threat, state of the global ...
[News - 08/28/2013 - 11:35]
The 2DS is interesting because ...
The 2DS is interesting because it 's an example of the verticalization typically seen in a product 's sunset period, but Nintendo 's hand has been forced to an extent with the market 's rejection of 3d. Design-wise yeah, it 's ugly. Feels like a training tablet for kids so ...