Sales figures for Sunless Sea in early access and after launch, with charts.
The first in a series of posts outlining how our consulting firm handled business development and marketing meetings for twelve very different companies simultaneously at GDC 2015.
Age of Empires for the last few games became one of the first strategy series to have Meta-game design and today's post examines the differing philosophies and challenges of adding this model to your game.
Have you ever wondered how indie devs survive conventions? Well, wonder no more. We've got five "life hacks for indie game exhibitors" that show how it's done.
Second part of the serie of articles with lessons learned on the kickstarter (http://bit.ly/18XfHQU) campaign for Upside-Down Dimensions game, and focused on planning and traffic
In this post I talk about nostalgia, the dangers of designing for nostalgia, the "retro game" movement, and the games I find nostalgic.
There was a talk at this year's GDC on Subnautica's feedback system. Here are some notes from implementing a similar system in my own game.
March 1st 2014 is when we moved into our first office, and also when we started working on Fragments of Him full-time. Since then we've learned a lot about making games and running a business. This blog post will go over some of the lessons we've learned.
Tako Japanese, an Interactive educational game/app dedicated to teach Japanese in a fun and creative way, I interviewed Alberto Gomez a Spanish programmer and game developer who worked two years to get it done.
Pepe Agell, Head of International for Chartboost, gives his five best tips for building and executing a cost-efficient user acquisition strategy.