Richard Hill-Whittall's Blog
I am the Head of Development at Icon Games Entertainment; responsible for the design and visual production of all titles and the organisation and staffing of the teams. I also plan all future product development.
Studio management, art direction, music & audio, project management, game design, business development, financial budgeting & planning.
A look at the release and sales of “Life of Pixel” on PC, Mac and Linux over the past ten months.
I was inspired by David Galindo’s blog post series to put together a full summary of how our game, Life of Pixel, has fared since launch.
This post covers our recent experiences with a Groupees bundle, which included our game ‘Life of Pixel’.
We made some mistakes, and wanted to share those so you can avoid doing the same!
Our first Vita development experience has been an interesting one. Personally it has financially ruined me; so many months of development all funded by not taking any wages.
We have now reached a crossroads whereby we have developed our two titles, Pub Games and VTrax to a point, which is somewhere around Alpha. We are out of money now though, so the future is uncertain...
For the past 4 months we have been developing two titles for PlayStation Mobile – ‘Life of Pixel’ and ‘MegaBlast’... here are our experiences.
Running an Indie Studio, PR and TIGA. It has been a very interesting and busy few weeks recently with more ups and downs than a Rollercoaster.
Richard Hill-Whittall's Comments
[Blog - 03/06/2015 - 07:16]
A lot has changed in ...
A lot has changed in the game since PSM, but that said - we had lots of really good reveiws, just most were not Metacritic sites. r n r nAlso - our current Steam rating, which I think is more relevant, is 'Very Positive ', with 66 reviews. r n ...
[Blog - 12/31/2013 - 12:16]
Thanks Wes. And you 're ...
Thanks Wes. And you 're spot-on, time heals and also let 's you re-focus and reflect on what you have learned going forward.
[News - 03/25/2013 - 09:48]
Brilliant stuff - I have ...
Brilliant stuff - I have been asking Sony for so long to loosen the concept approvals process, and now they 've effectively killed it. Very welcome news. r n r n@Matthew Mouras - It isn 't a hassle actually working with an Account Manager - it is actually a positive ...
[Blog - 01/03/2013 - 01:33]
No - we 've only ...
No - we 've only chatted to SCEE. PubFund is a SCEA thing, and from our experiences with SCEA so far we didn 't think there was a lot of point. r n r nWe did several PSP Minis in the past, and found SCEA to be very unhelpful with ...
[Blog - 01/03/2012 - 05:01]
I can't see how they ...
I can't see how they will have an issue with the overall 'grant total' number as it gives no breakdown. EDIT: To be on the safe-side grand total ammended.
[Blog - 01/03/2012 - 04:59]
We've found so far Vita ...
We've found so far Vita great to work with, and from an art perspective which is my role I have found it incredibly powerful. So far all aspects of the engine conversion have gone as good as we could have hoped, and the dev tools and performance analysing stuff are ...