If you're reading this, you presumably want to know more about me.
I've worked on a few 2D games over the years, and I'm extremely passionate about game design and narrative-focused games. At the moment, I'm working on a first-person puzzle adventure game called Facade: http://facade.so .
What are some common mistakes developers make when contacting Youtubers?
What do YouTubers have in common with devs? Why is your game doomed to get little to no coverage?
The first in a series of posts about getting Youtube coverage for your games.
Is game monetization really that complex? Do these five categories really cover every approach ever?
Creating high-quality game content is expensive.
Why not ensure that new content won't simply be played once, then tossed aside, by adding content with high replay value and potential for easy re-use?
[News - 03/17/2016 - 12:53]
[Blog - 10/16/2014 - 01:32]
I think this article 's ...
I think this article 's findings are somewhat inconclusive, and potentially negative, e.g., the fact that only 40 of the nearly 12000 beta-players actually bought the game.
[Blog - 10/03/2014 - 02:03]
Australia is the exception, not ...
Australia is the exception, not the rule. Peer-to-peer key reselling in isolated cases is arguably ok , but the problem arises when third-parties buy keys en masse with the intention of reselling them. It 's not a matter of some countries being gouged, it 's a matter of residents of ...
[News - 08/11/2014 - 07:15]
[News - 07/31/2014 - 02:33]
Cool story, guys. I should ...
Cool story, guys. I should have framed my similar approach as news, several months ago. Hmm, maybe I 'll put out a press release, since it 's timely and I think I 'm doing it better, or at least, differently .
[News - 07/11/2014 - 01:35]